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    {
        "id": "BOKSANSKY-2019-RTS",
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        "tu_id": 283359,
        "repositum_id": null,
        "title": "Ray Traced Shadows: Maintaining Real-Time Frame Rates",
        "date": "2019-03",
        "abstract": "Efficient and accurate shadow computation is a long-standing problem in computer graphics. In real-time applications, shadows have traditionally been computed using the rasterization-based pipeline. With recent advances of graphics hardware, it is now possible to use ray tracing in real-time applications, making ray traced shadows a viable alternative to rasterization. While ray traced shadows avoid many problems inherent in rasterized shadows, tracing every shadow ray independently can become a bottleneck if the number of required rays rises, e.g., for high-resolution rendering, for scenes with multiple lights, or for area lights. Therefore, the computation should focus on image regions where shadows actually appear, in particular on the shadow boundaries.\n\nWe present a practical method for ray traced shadows in real-time applications. Our method uses the standard rasterization pipeline for resolving primary-ray visibility and ray tracing for resolving visibility of light sources. We propose an adaptive sampling algorithm for shadow rays combined with an adaptive shadowfiltering method. These two techniques allow computing high-quality shadows with a limited number of shadow rays per pixel. We evaluated our method using a recent real-time ray tracing API (DirectX Raytracing) and compare the results with shadow mapping using cascaded shadow maps.",
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        "authors": [
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            193,
            198
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        "address": "New York",
        "booktitle": "Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs",
        "doi": "10.1007/978-1-4842-4427-2_13",
        "editor": "Erik Haines and Tomas Akenine-Möller",
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        "pages_from": "159",
        "pages_to": "182",
        "publisher": "Springer",
        "research_areas": [
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        ],
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    {
        "id": "MATTAUSCH-2015-CHCRT",
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        "tu_id": null,
        "repositum_id": null,
        "title": "CHC+RT: Coherent Hierarchical Culling for Ray Tracing",
        "date": "2015-05",
        "abstract": "We propose a new technique for in-core and out-of-core GPU ray tracing using a generalization of hierarchical occlusion culling in the style of the CHC++ method. Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader-based ray tracing kernels. By combining hierarchies in both ray space and object space, the method is able to share intermediate traversal results among multiple rays. We exploit temporal coherence among similar ray sets between frames and also within the given frame. A suitable management of the current visibility state makes it possible to benefit from occlusion culling for less coherent ray types like diffuse reflections. Since large scenes are still a challenge for modern GPU ray tracers, our method is most useful for scenes with medium to high complexity, especially since our method inherently supports ray tracing highly complex scenes that do not fit in GPU memory. For in-core scenes our method is comparable to CUDA ray tracing and performs up to 5.94 × better than pure shader-based ray tracing.",
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        "event": "Eurographics",
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        "journal": "Computer Graphics Forum",
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        "volume": "34",
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    {
        "id": "MATTAUSCH-2012-EOV",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Efficient Online Visibility for Shadow Maps",
        "date": "2012-02",
        "abstract": "Standard online occlusion culling is able to vastly improve the rasterization performance of walkthrough applications by identifying large parts of the scene as invisible from the camera and rendering only the visible geometry. However, it is of little use for the acceleration of shadow map generation (i.e., rasterizing the scene from the light view [Williams 78]), so that typically a high percentage of the geometry will be visible when rendering shadow maps. For example, in outdoor scenes typical viewpoints are near the ground and therefore have significant occlusion, while light viewpoints are higher up and see most of the geometry. Our algorithm remedies this situation by quickly detecting and culling the geometry that does not contribute to the shadow in the final image.",
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        "booktitle": "GPU Pro 3: Advanced Rendering Techniques",
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        "publisher": "CRC Press",
        "research_areas": [
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            "visibility culling"
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    {
        "id": "bittner-2011-scc",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Shadow Caster Culling for Efficient Shadow Mapping",
        "date": "2011-02",
        "abstract": "We propose a novel method for efficient construction of shadow maps by culling shadow casters which do not contribute to visible shadows. The method uses a mask of potential shadow receivers to cull shadow casters using a hierarchical occlusion culling algorithm. We propose several variants of the receiver mask implementations with different culling efficiency and computational costs.\nFor scenes with statically focused shadow maps we designed an efficient strategy to incrementally update the shadow map, which comes close to the rendering performance for unshadowed scenes. We show that our method achieves 3x-10x speedup for rendering large city like scenes and 1.5x-2x speedup for rendering an actual game scene.",
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    {
        "id": "BITTNER-2009-AGVS",
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        "title": "Adaptive Global Visibility Sampling",
        "date": "2009-08",
        "abstract": "In this paper we propose a global visibility algorithm which computes from-region visibility for all view cells simultaneously in a progressive manner. We cast rays to sample visibility interactions and use the information carried by a ray for all view cells it intersects. The main contribution of the paper is a set of adaptive sampling strategies based on ray mutations that exploit the spatial coherence of visibility. Our method achieves more than an order of magnitude speedup compared to per-view cell sampling. This provides a practical solution to visibility preprocessing and also enables a new type of interactive visibility analysis application, where it is possible to quickly inspect and modify a coarse global visibility solution that is constantly refined.\n",
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        "title": "Ray Maps for Global Illumination",
        "date": "2005",
        "abstract": "We describe a novel data structure for representing light transport called ray map. The ray map extends the concept\nof photon maps: it stores not only photon impacts but the whole photon paths. We demonstrate the utility of ray\nmaps for global illumination by eliminating boundary bias and reducing topological bias of density estimation in\nglobal illumination. Thanks to the elimination of boundary bias we could use ray maps for fast direct visualization\nwith the image quality being close to that obtained by the expensive nal gathering step. We describe in detail our\nimplementation of the ray map using a lazily constructed kD-tree. We also present several optimizations bringing\nthe ray map query performance close to the performance of the photon map.",
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        "title": "Visibility in Computer Graphics",
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        "abstract": "Visibility computation is crucial for computer\ngraphics from its very beginning. The first visibility algorithms in\ncomputer graphics aimed to determine visible surfaces in a synthesized\nimage of a 3D scene. Nowadays there are many different visibility\nalgorithms for various visibility problems. We propose a new taxonomy\nof visibility problems that is based on a classification according to\nthe problem domain. We provide a broad overview of visibility problems\nand algorithms in computer graphics grouped by the proposed\ntaxonomy. The paper surveys visible surface algorithms, visibility\nculling algorithms, visibility algorithms for shadow computation,\nglobal illumination, point-based and image-based rendering, and global\nvisibility computations. Finally, we discuss common concepts of\nvisibility algorithm design and several criteria for the\nclassification of visibility algorithms.",
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        "title": "Delivering Interactivity to Complex Tone Mapping Operators",
        "date": "2003-06",
        "abstract": "The accurate display of high dynamic range images requires the application of complex tone mapping operators. These operators are computationally costly, which prevents their usage in interactive applications. We propose a general framework that delivers interactive performance to an important subclass of tone mapping operators, namely global tone mapping operators. The proposed framework consists of four steps: sampling the input image, applying the tone mapping operator, tting the point-sampled tone mapping curve, and reconstructing the tone mapping curve for all pixels of the input image. We show how to make use of recent graphics hardware while keeping the advantage of generality by performing tone mapping in software. We demonstrate the capabilities of our method by accelerating several common global tone mapping operators and integrating the operators in a real-time rendering application.",
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        "title": "Exploiting Temporal Coherence in Ray Casted Walkthroughs",
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        "booktitle": "Proceedings of Spring Conference on Computer Graphics",
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        "title": "Exact Regional Visibility Using Line-Space Partitioning",
        "date": "2003",
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        "title": "Visibility Preprocessing for Urban Scenes using Line Space Subdivision",
        "date": "2001-10",
        "abstract": "We present an algorithm for visibility preprocessing of urban environments. The algorithm uses a subdivision of line space to analytically calculate a conservative potentially visible set for a given region in the scene. We present a detailed evaluation of our method including a comparison to another recently published visibility preprocessing algorithm. To the best of our knowledge the proposed method is the first algorithm that scales to large scenes and efficiently handles large view cells.",
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        "authors": [
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        ],
        "booktitle": "Proceedings of Pacific Graphics 2001 (Ninth Pacific Conference on Computer Graphics and Applications)",
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        "isbn": "0-7695-1227-5",
        "lecturer": [
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        "location": "Tokyo, Japan",
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    {
        "id": "Bittner-2001-ERV",
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        "title": "Exact Regional Visibility using Line Space Partitioning",
        "date": "2001-03",
        "abstract": "We present a new technique for exact and output sensitive\ndetermination of  visibility from a polygonal region in the plane. It\nuses hierarchical partitioning of line space, that provides\ncomprehensive description of visibility for a set of occluders.\nTo the best of our knowledge, it is the first exact regional\nvisibility algorithm suitable for visibility preprocessing of large\nscenes of unspecific type. We have evaluated the implementation on\n                 scenes with various visibility characteristics.",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2001/Bittner-2001-ERV/",
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