Max Oberberger
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View article: Real-Time Procedural Generation with GPU Work Graphs
Real-Time Procedural Generation with GPU Work Graphs Open
We present a system for real-time procedural generation that makes use of the novel GPU programming model, work graphs. The nodes of a work graph are shaders, which dynamically generate new workloads for connected nodes. This greatly simpl…
View article: Towards Practical Meshlet Compression
Towards Practical Meshlet Compression Open
We propose a codec specifically designed for meshlet compression, optimized for rapid data-parallel GPU decompression within a mesh shader. Our compression strategy orders triangles in optimal generalized triangle strips (GTSs), which we g…
View article: Front Matter
Front Matter Open
Join us and take your first steps with the Vulkan API, a modern and open graphics API from the Khronos Group.This Tutorial will cover the very basics but also more complex applications in the fields of real-time-rendering and GPGPU computi…
View article: Edge‐Friend: Fast and Deterministic Catmull‐Clark Subdivision Surfaces
Edge‐Friend: Fast and Deterministic Catmull‐Clark Subdivision Surfaces Open
We present edge‐friend , a data structure for quad meshes with access to neighborhood information required for Catmull‐Clark subdivision surface refinement. Edge‐friend enables efficient real‐time subdivision surface rendering. In particul…
View article: Spatiotemporal Variance-Guided Filtering for Motion Blur
Spatiotemporal Variance-Guided Filtering for Motion Blur Open
Adding motion blur to a scene can help to convey the feeling of speed even at low frame rates. Monte Carlo ray tracing can compute accurate motion blur, but requires a large number of samples per pixel to converge. In comparison, rasteriza…