Toward A Multicore Architecture for Real-time Ray-tracing (2009)
Venkatraman Govindaraju, Peter Djeu, Karthikeyan Sankaralingam, Mary Vernon, William R. Mark
Significant improvement to visual quality for real-time 3D graphics requires modeling of complex illumination effects like soft-shadows, reflections, and diffuse lighting interactions. The...
Abstract Ray Tracing on Programmable Graphics Hardware (2009)
Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan
Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is...
Abstract Ray Tracing on Programmable Graphics Hardware (2008)
Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan
Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is...
Ryan Overbeck, Ravi Ramamoorthi, William R. Mark
Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods...
Abstract Ray Tracing on Programmable Graphics Hardware (2008)
Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan
Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is...
Abstract Dynamic Ray Scheduling to Improve Ray Coherence and Bandwidth Utilization (2008)
Paul Arthur Navrátil, William R. Mark
The performance of full-featured ray tracers has historically been limited by the hardware’s floating point computational power. However, next generation multi-threaded multi-core architectures...
Ryan Overbeck, Ravi Ramamoorthi, William R. Mark
Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods...
Karthikeyan Sankaralingam, Stephen W. Keckler, William R. Mark, Doug Burger
Data-parallel programs are both growing in importance and increasing in diversity, resulting in specialized processors targeted at specific classes of these programs. This paper presents a...
Abstract Razor: An Architecture for Dynamic Multiresolution Ray Tracing (2007)
Peter Djeu, Warren Hunt, Rui Wang, Ikrima Elhassan, Gordon Stoll, William R. Mark
Rendering systems organized around the ray tracing visibility algorithm provide a powerful and general tool for generating realistic images. These systems are being rapidly adopted for offline...
Karthikeyan Sankaralingam, Stephen W. Keckler, Saman Amarasinghe, James C. Browne, Douglas C. Burger, H. Peter Hofstee, ...
“At times our own light goes out and is rekindled by a spark from another person. Each of us has cause to think with deep gratitude of those who have lighted the flame within us.” –Albert...
Abstract Razor: An Architecture for Dynamic Multiresolution Ray Tracing (2007)
Peter Djeu, Warren Hunt, Rui Wang, Ikrima Elhassan, Gordon Stoll, William R. Mark
Rendering systems organized around the ray tracing visibility algorithm provide a powerful and general tool for generating realistic images. These systems are being rapidly adopted for offline...
State of the Art in Ray Tracing Animated Scenes (2007)
Wald, Ingo, Mark, William R., Günther, Johannes, Boulos, Solomon, Ize, Thiago, Hunt, Warren, ...
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed,...
Razor: An Architecture for Dynamic Multiresolution Ray Tracing (2006)
Gordon Stoll, William R. Mark, Peter Djeu, Rui Wang, Ikrima Elhassan
Rendering systems organized around the ray tracing visibility algorithm provide a powerful and general tool for generating realistic images. These systems are being rapidly adopted for offline...
The irregular Z-buffer: Hardware acceleration for irregular data structures (2005)
Gregory S. Johnson, Juhyun Lee, Christopher A. Burns, William R. Mark
The classical Z-buffer visibility algorithm samples a scene at regularly spaced points on an image plane. Previously, we introduced an extension of this algorithm called the irregular Z-buffer that...
Tracing on a Stream Processor (2004)
John Purcell, Patrick M. Hanrahan, William R. Mark, Mark Horowitz
ii
Tracing on a Stream Processor (2004)
John Purcell, Patrick M. Hanrahan, William R. Mark, Mark Horowitz
ii
Cg: A system for programming graphics hardware in a c-like language (2003)
William R. Mark, R. Steven, Glanville Kurt, Akeley Mark, J. Kilgard
Cg: A system for programming graphics hardware in a c-like language (2003)
William R. Mark, R. Steven, Glanville Kurt, Akeley Mark, J. Kilgard
Universal Mechanisms for Data-Parallel Architectures (2003)
Karthikeyan Sankaralingam, Stephen W. Keckler, William R. Mark, Doug Burger
Data-parallel programs are both growing in importance and increasing in diversity, resulting in specialized processors targeted at specific classes of these programs. This paper presents a...
P.: Ray Tracing on Programmable Graphics Hardware (2002)
Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan
Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is...
Peter Stuart (presented, Light Shaders, Kekoa Proudfoot, William R. Mark, Svetsolav Tzvetkov
• No memory random access
A Real-Time Procedural Shading System for Programmable Graphics Hardware (2001)
Kekoa Proudfoot, William R. Mark
Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer...
A Real-Time Procedural Shading System for Programmable Graphics Hardware (2001)
Kekoa Proudfoot, William R. Mark
Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer...
Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 1999.
Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 1999.
William R. Mark, William R. Mark, William R. Mark
William R. Mark POST-RENDERING 3D IMAGE WARPING: VISIBILITY, RECONSTRUCTION, AND PERFORMANCEFOR DEPTH-IMAGE WARPING (Under the direction of Dr. Gary Bishop) The images generated by real-time 3D...
A Real-Time Procedural Shading System (1998)
Proudfoot, Kekoa, Mark, William R., Tzvetkov, Svetoslav, Hanrahan, Pat
Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher level abstractions would both increase programmer...
Image warping for remote display of rendered images. Unpublished paper (1998)
Thomas C. Hudson, William R. Mark
We address the problem of rendering a scene in one location and displaying it in another, remote, location, where the remote user controls the viewpoint. Network latency makes it impossible to accept...
Efficient Reconstruction Techniques for Post-Rendering 3D Image Warping (1998)
Image-based rendering replaces the difficult physical simulation problem of conventional computer graphics with a difficult reconstruction problem. In this paper, we introduce efficient methods for...
Efficient Reconstruction Techniques for Post-Rendering 3D Image Warping (1998)
Image-based rendering replaces the difficult physical simulation problem of conventional computer graphics with a difficult reconstruction problem. In this paper, we introduce efficient methods for...
Efficient reconstruction techniques for post-rendering 3d image warping (1998)
Image-based rendering replaces the difficult physical simulation problem of conventional computer graphics with a difficult reconstruction problem. In this paper, we introduce efficient methods for...
Post-rendering 3D warping (1997)
William R. Mark, Leonard Mcmillan, Gary Bishop
A pair of rendered images and their Z-buffers contain almost all of the information necessary to re-render from nearby viewpoints. For the small changes in viewpoint that occur in a fraction of a...
Post-Rendering 3D Warping (1997)
William R. Mark, Leonard McMillan, Gary Bishop
A pair of rendered images and their Z-buffers contain almost all of the information necessary to re-render from nearby viewpoints. For the small changes in viewpoint that occur in a fraction of a...
Memory Access Patterns of Occlusion-Compatible 3D Image Warping (1997)
McMillan and Bishop's 3D image warp can be efficiently implemented by exploiting the coherency of its memory accesses. We analyze this coherency, and present algorithms that take advantage of...
Adding Force Feedback to Graphics Systems: Issues and Solutions (1996)
William Mark Scott, William R. Mark, Scott C. Randolph, Mark Finch, James M. Van, Verth Russell, ...
Integrating force feedback with a complete real-time virtual environment system presents problems which are more difficult than those encountered in building simpler forcefeedback systems. In...
Adding Force Feedback to Graphics Systems: Issues and Solutions (1996)
William R. Mark, Scott C. Randolph, Mark Finch
Integrating force feedback with a complete real-time virtual environment system presents problems which are more difficult than those encountered in building simpler force-feedback systems. In...
Post-Rendering Image Warping for Latency Compensation (1996)
William R. Mark, Gary Bishop, Leonard McMillan
Systems that provide remote viewing of three-dimensional data with interactive viewpoint control must confront two key problems: latency and bandwidth. The straightforward approach of transmitting...
Adding force feedback to graphics systems: Issues and solutions (1996)
William R. Mark, Scott C. Randolph, Mark Finch, James M. Van, Verth Russell, M. Taylor
Integrating force feedback with a complete real-time virtual environment system presents problems which are more difficult than those encountered in building simpler force-feedback systems. In...