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Joshua Barczak

dblp:96/4231 · DBLP profile ↗
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4ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0002-0630-7612ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 since 2021Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › rendering optimization
overdraw reduction
0.112007
Fast triangle reordering for vertex locality and reduced overdraw · ACM Trans. Graph. 2007
Rendering
real-time rendering
0.112007
Fast triangle reordering for vertex locality and reduced overdraw · ACM Trans. Graph. 2007
Rendering › rendering optimization › rendering acceleration
vertex cache optimization
0.112007
Fast triangle reordering for vertex locality and reduced overdraw · ACM Trans. Graph. 2007

Methods — techniques the papers use, named apart from their topics

graph algorithms · 0.1discrete optimization · 0.1
YearPublicationVenuePosition
2024 Ray Tracing Animated Displaced Micro-Meshes
abstract
Abstract We present a new method that allows efficient ray tracing of virtually artefact‐free animated displaced micro‐meshes (DMMs) [MMT23] and preserves their low memory footprint and low BVH build and update cost. DMMs allow for compact representation of micro‐triangle geometry through hierarchical encoding of displacements. Displacements are computed with respect to a coarse base mesh and are used to displace new vertices introduced during 1 : 4 subdivision of the base mesh. Applying non‐rigid transformation to the base mesh can result in silhouette and normal artefacts (see Figure 1) during animation. We propose an approach which prevents these artefacts by interpolating transformation matrices before applying them to the DMM representation. Our interpolation‐based algorithm does not change DMM data structures and it allows for efficient bounding of animated micro‐triangle geometry which is essential for fast tessellation‐free ray tracing of animated DMMs.
Holger Grün, Carsten Benthin, Andrew Kensler, Joshua Barczak, David McAllister
Comput. Graph. Forum4
2011 Variable Bit Rate GPU Texture Decompression
abstract
Abstract Variable bit rate compression can achieve better quality and compression rates than fixed bit rate methods. None the less, GPU texturing uses lossy fixed bit rate methods like DXT to allow random access and on‐the‐fly decompression during rendering. Changes in games and GPUs since DXT was developed make its compression artifacts less acceptable, and texture bandwidth less of an issue, but texture size is a serious and growing problem. Games use a large total volume of texture data, but have a much smaller active set. We present a new paradigm that separates GPU decompression from rendering. Rendering is from uncompressed data, avoiding the need for random access decompression. We demonstrate this paradigm with a new variable bit rate lossy texture compression algorithm that is well suited to the GPU, including a new GPU‐friendly formulation of range decoding, and a new texture compression scheme averaging 12.4:1 lossy compression ratio on 471 real game textures with a quality level similar to traditional DXT compression. The total game texture set are stored in the GPU in compressed form, and decompressed for use in a fraction of a second per scene.
Marc Olano, Dan Baker, Wesley Griffin, Joshua Barczak
Comput. Graph. Forum4
2007 Fast triangle reordering for vertex locality and reduced overdraw
abstract
We present novel algorithms that optimize the order in which triangles are rendered, to improve post-transform vertex cache efficiency as well as for view-independent overdraw reduction. The resulting triangle orders perform on par with previous methods, but are orders magnitude faster to compute. The improvements in processing speed allow us to perform the optimization right after a model is loaded, when more information on the host hardware is available. This allows our vertex cache optimization to often outperform other methods. In fact, our algorithms can even be executed interactively, allowing for re-optimization in case of changes to geometry or topology, which happen often in CAD/CAM applications. We believe that most real-time rendering applications will immediately benefit from these new results.
Pedro V. Sander, Diego F. Nehab, Joshua Barczak
ACM Trans. Graph.3
2006 Triangle order optimization for graphics hardware computation culling
abstract
We describe an automatic preprocessing algorithm that reorders triangles in a mesh so as to enable the graphics hardware to efficiently cull vertex and pixel processing at rendering time.Our method starts by dividing the mesh into planar clusters which are subsequently sorted into a view-independent order which greatly reduces overdraw. The result is an increase in the opportunities for early Z-culling, reducing pixel processing time. The clusters are then optimized for mesh locality. This produces high rates of vertex cache hits, reducing vertex processing time.We have found that our method brings the overdraw rates of a wide range of models close to that of front-to-back order, while preserving state of the art vertex cache performance. This results in higher frame rates for pixel-bound applications with no penalty to vertex-bound applications.
Diego F. Nehab, Joshua Barczak, Pedro V. Sander
SI3D2