Morgan McGuire

dblp:75/4325 · DBLP profile ↗
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43ranked-venue papers
13as first author
14since 2021 · last 2025
0000-0002-1759-6299ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 35 · 11 first-author · 11 since 2021Human-computer interaction and ubiquitous computing · 16 · 7 first-author · 2 since 2021Artificial intelligence and machine learning · 8 · 6 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2025 FastAtlas: Real-Time Compact Atlases for Texture Space Shading
abstract
Abstract Texture‐space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real‐time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real‐time per‐frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per‐frame. Our method combines new per‐frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel‐to‐pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings.
Nicholas Vining, Alexander Majercik, Floria Gu, Towaki Takikawa, Ty Trusty, Paul Lalonde, Morgan McGuire, Alla Sheffer
Comput. Graph. Forum7
2024 Voice Toxicity Detection Using Multi-Task Learning
abstract
Social communication systems must identify toxic voice audio to support moderation that protects the safety and civility of their communities. Toxicity classification for voice depends on both audio style, such as volume and tone, and content, such as the words in the speech individually and in context. We introduce a novel end-to-end multi-task learning (MTL) paradigm for audio-based toxicity detection, addressing the challenges associated with existing automatic speech recognition (ASR) and text-based systems. By employing a hard parameter-sharing backbone and flexible soft-attention task adapters, our model performs two tasks: a multi-label toxicity classification task that targets specific categories of toxic behavior, and an auxiliary Audio to Keyword detection task that focuses on transcribing only toxic keywords, thereby enhancing computational efficiency and complementing classification output. We observe that the classifier significantly improves the quality of keyword detection. We also contribute a data pipeline for automated offline labeling of training sets.
Mahesh Kumar Nandwana, Joseph Liu 0001, Charles Shang, Eloi du Bois, Morgan McGuire, Kiran S. Bhat
ICASSP7
2024 Measuring Causal Effects of Civil Communication without Randomization
abstract
Understanding the causal effects of civility is critical when analyzing online social communication, yet measuring causality is difficult. A/B tests and other randomized experiments are the gold standard for establishing causal effects but they are inapplicable in this setting due to 1) the inability to control civility levels in an experiment, and more importantly, 2) ethical constraints on intentionally randomizing civility levels. We develop a novel quasi-experimental approach to quantify the causal effect of civility in online communities on the Roblox social 3D platform without requiring explicit randomization. This method uses residual stochasticity in the "matchmaking" assignment of users to servers as a quasi-randomization mechanism in observational historical data. We find that assigning a user to a server with higher levels of civil communication could increase engagement time by as much as 1.5% in particular experiences. Given the 4.8B person hours spent monthly on the platform, this implies a potential increase of over 8,000 person years of social interaction every month. Furthermore, this effect is mis-estimated by non-causal methods. Quasi-experimental approaches promise new avenues for measuring the causal impact of user behavior in online communities without adversely affecting users through randomized experiments.
Tony Liu 0004, Lyle H. Ungar, Konrad P. Kording, Morgan McGuire
ICWSM4
2024 Enhancing Multilingual Voice Toxicity Detection with Speech-Text Alignment
Joseph Liu 0001, Mahesh Kumar Nandwana, Janne Pylkkönen, Hannes Heikinheimo, Morgan McGuire
INTERSPEECH5
2024 Diffusion Synthesizer for Efficient Multilingual Speech to Speech Translation
Nameer Hirschkind, Mahesh Kumar Nandwana, Joseph Liu 0001, Eloi du Bois, Dao Le, Nicolas Thiebaut, Colin Sinclair, Kyle Spence, Charles Shang, Zoë Abrams, Morgan McGuire
INTERSPEECH12
2023 Metaverse as a Service: Megascale Social 3D on the Cloud
abstract
We present a vision for the future of an emerging category of cloud service: the metaverse of 3D virtual worlds. Today, hundreds of millions of users are active daily in such worlds, but they are partitioned into small groups of at most a few hundred players. Each group joins a different virtual world instance, and players can only interact in 3D with others players in the same group during that session. Current platforms are designed in ways that simply cannot scale much further, and solutions from other cloud services do not generalize to the more interactive, bidirectional, and latency-sensitive interactive 3D domain. We outline some of the technical challenges that currently stand in the way of a metaverse without inherent technical limitations on the number of users in a shared experience. We argue that, although these obviously touch on many other areas of Computer Science such as computer graphics and numerical simulation, the core challenges lie squarely within the systems domain.
Andreas Haeberlen, Linh T. X. Phan, Morgan McGuire
SoCC3
2023 Learning When to Speak: Latency and Quality Trade-offs for Simultaneous Speech-to-Speech Translation with Offline Models
Liam Dugan, Anshul Wadhawan, Kyle Spence, Chris Callison-Burch, Morgan McGuire, Victor B. Zordan
INTERSPEECH5
2023 Audiovisual Inputs for Learning Robust, Real-time Facial Animation with Lip Sync
abstract
We present an approach for generating facial animation that combines video and audio input data in real time for low-end devices through deep learning. Our method produces control signals from audiovisual inputs separately, and mixes them to animate a character rig. The architecture relies on two specialized networks that are trained on a combination of synthetic and real world data and are highly engineered to be efficient in order to support quality avatar faces even on low-end devices. In addition, the system supports several levels of detail that degrade gracefully for additional scaling and efficiency. We showcase how user testing has been employed to improve performance and a comparison with state of the art.
Iñaki Navarro, Dario Kneubuehler, Tijmen Verhulsdonck, Eloi du Bois, William Welch, Charles Shang, Ian Sachs, Morgan McGuire, Victor B. Zordan, Kiran S. Bhat
MIG8
2023 Quantum Ray Marching: Reformulating Light Transport for Quantum Computers
abstract
The use of quantum computers in computer graphics has gained interest in recent years, especially for the application to rendering. The current state of the art in quantum rendering relies on Grover’s search for finding ray intersections in for M primitives. This quantum approach is faster than the naive approach of O(M) but slower than O(log M) of modern ray tracing with an acceleration data structure. Furthermore, this quantum ray tracing method is fundamentally limited to casting one ray at a time, leaving quantum rendering scales for the number of rays the same as non-quantum algorithms. We present a new quantum rendering method, quantum ray marching, based on the reformulation of ray marching as a quantum random walk. Our work is the first complete quantum rendering pipeline capable of light transport simulation and remains asymptotically faster than non-quantum counterparts. Our quantum ray marching can trace an exponential number of paths with polynomial cost, and it leverages quantum numerical integration to converge in O(1/N) for N estimates as opposed to non-quantum . These properties led to first quantum rendering that is asymptotically faster than non-quantum Monte Carlo rendering. We numerically tested our algorithm by rendering 2D and 3D scenes.
Logan Mosier, Morgan McGuire, Toshiya Hachisuka
SIGGRAPH Asia2
2023 Efficient Dataflow Modeling of Peripheral Encoding in the Human Visual System
abstract
Computer graphics seeks to deliver compelling images, generated within a computing budget, targeted at a specific display device, and ultimately viewed by an individual user. The foveated nature of human vision offers an opportunity to efficiently allocate computation and compression to appropriate areas of the viewer’s visual field, of particular importance with the rise of high-resolution and wide field-of-view display devices. However, while variations in acuity and contrast sensitivity across the field of view have been well-studied and modeled, a more consequential variation concerns peripheral vision’s degradation in the face of clutter, known as crowding. Understanding of peripheral crowding has greatly advanced in recent years, in terms of both phenomenology and modeling. Accurately leveraging this knowledge is critical for many applications, as peripheral vision covers a majority of pixels in the image. We advance computational models for peripheral vision aimed toward their eventual use in computer graphics. In particular, researchers have recently developed high-performing models of peripheral crowding, known as “pooling” models, which predict a wide range of phenomena but are computationally inefficient. We reformulate the problem as a dataflow computation, which enables faster processing and operating on larger images. Further, we account for the explicit encoding of “end stopped” features in the image, which was missing from previous methods. We evaluate our model in the context of perception of textures in the periphery, including a novel texture dataset and updated textural descriptors. Our improved computational framework may simplify development and testing of more sophisticated, complete models in more robust and realistic settings relevant to computer graphics.
Rachel Brown, Vasha DuTell, Bruce Walter, Ruth Rosenholtz, Peter Shirley, Morgan McGuire, David P. Luebke
ACM Trans. Appl. Percept.6
2023 AdaptNet: Policy Adaptation for Physics-Based Character Control
abstract
Motivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet .
Pei Xu 0005, Kaixiang Xie, Sheldon Andrews, Paul G. Kry, Michael Neff, Morgan McGuire, Ioannis Karamouzas, Victor B. Zordan
ACM Trans. Graph.6
2022 Dynamic Diffuse Global Illumination Resampling
abstract
Abstract Interactive global illumination remains a challenge in radiometrically and geometrically complex scenes. Specialized sampling strategies are effective for specular and near‐specular transport because the scattering has relatively low directional variance per scattering event. In contrast, the high variance from transport paths comprising multiple rough glossy or diffuse scattering events remains notoriously difficult to resolve with a small number of samples. We extend unidirectional path tracing to address this by combining screen‐space reservoir resampling and sparse world‐space probes, significantly improving sample efficiency for transport contributions that terminate on diffuse scattering events. Our experiments demonstrate a clear improvement—at equal time and equal quality—over purely path traced and purely probe‐based baselines. Moreover, when combined with commodity denoisers, we are able to interactively render global illumination in complex scenes.
Alexander Majercik, Thomas Müller 0013, Alexander Keller 0001, Derek Nowrouzezahrai, Morgan McGuire
Comput. Graph. Forum5
2021 Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes
abstract
Neural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-the-art methods typically encode the SDF with a large, fixed-size neural network to approximate complex shapes with implicit surfaces. Rendering with these large networks is, however, computationally expensive since it requires many forward passes through the network for every pixel, making these representations impractical for real-time graphics. We introduce an efficient neural representation that, for the first time, enables real-time rendering of high-fidelity neural SDFs, while achieving state-of-the-art geometry reconstruction quality. We represent implicit surfaces using an octree-based feature volume which adaptively fits shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation. We further develop an efficient algorithm to directly render our novel neural SDF representation in real-time by querying only the necessary LODs with sparse octree traversal. We show that our representation is 2–3 orders of magnitude more efficient in terms of rendering speed compared to previous works. Furthermore, it produces state-of-the-art reconstruction quality for complex shapes under both 3D geometric and 2D image-space metrics.
Towaki Takikawa, Joey Litalien, Kangxue Yin, Karsten Kreis, Charles T. Loop, Derek Nowrouzezahrai, Alec Jacobson, Morgan McGuire, Sanja Fidler
CVPR8
2021 A distributed, decoupled system for losslessly streaming dynamic light probes to thin clients
abstract
We present a networked, high-performance graphics system that combines dynamic, high-quality, ray traced global illumination computed on a server with direct illumination and primary visibility computed on a client. This approach provides many of the image quality benefits of real-time ray tracing on low-power and legacy hardware, while maintaining a low latency response and mobile form factor.
Michael Stengel, Alexander Majercik, Ben Boudaoud, Morgan McGuire
MMSys4
2020 Learning Deformable Tetrahedral Meshes for 3D Reconstruction
abstract
3D shape representations that accommodate learning-based 3D reconstruction are an open problem in machine learning and computer graphics. Previous work on neural 3D reconstruction demonstrated benefits, but also limitations, of point cloud, voxel, surface mesh, and implicit function representations. We introduce \emph{Deformable Tetrahedral Meshes} (DefTet) as a particular parameterization that utilizes volumetric tetrahedral meshes for the reconstruction problem. Unlike existing volumetric approaches, DefTet optimizes for both vertex placement and occupancy, and is differentiable with respect to standard 3D reconstruction loss functions. It is thus simultaneously high-precision, volumetric, and amenable to learning-based neural architectures. We show that it can represent arbitrary, complex topology, is both memory and computationally efficient, and can produce high-fidelity reconstructions with a significantly smaller grid size than alternative volumetric approaches. The predicted surfaces are also inherently defined as tetrahedral meshes, thus do not require post-processing. We demonstrate that DefTetmatches or exceeds both the quality of the previous best approaches and the performance of the fastest ones. Our approach obtains high-quality tetrahedral meshes computed directly from noisy point clouds, and is the first to showcase high-quality 3D results using only a single image as input.
Jun Gao 0004, Wenzheng Chen, Tommy Xiang, Alec Jacobson, Morgan McGuire, Sanja Fidler
NeurIPS5
2020 Practical Product Sampling by Fitting and Composing Warps
abstract
Abstract We introduce a Monte Carlo importance sampling method for integrands composed of products and show its application to rendering where direct sampling of the product is often difficult. Our method is based on warp functions that operate on the primary samples in [0,1)n, where each warp approximates sampling a single factor of the product distribution. Our key insight is that individual factors are often well‐behaved and inexpensive to fit and sample in primary sample space, which leads to a practical, efficient sampling algorithm. Our sampling approach is unbiased, easy to implement, and compatible with multiple importance sampling. We show the results of applying our warps to projected solid angle sampling of spherical triangles, to sampling bilinear patch light sources, and to sampling glossy BSDFs and area light sources, with efficiency improvements of over 1.6× on real‐world scenes.
David A. Hart, Matt Pharr, Thomas Müller 0013, Ward Lopes, Morgan McGuire, Peter Shirley
Comput. Graph. Forum5
2019 NVGaze: An Anatomically-Informed Dataset for Low-Latency, Near-Eye Gaze Estimation
abstract
Quality, diversity, and size of training data are critical factors for learning-based gaze estimators. We create two datasets satisfying these criteria for near-eye gaze estimation under infrared illumination: a synthetic dataset using anatomically-informed eye and face models with variations in face shape, gaze direction, pupil and iris, skin tone, and external conditions (2M images at 1280x960), and a real-world dataset collected with 35 subjects (2.5M images at 640x480). Using these datasets we train neural networks performing with sub-millisecond latency. Our gaze estimation network achieves 2.06(±0.44)° of accuracy across a wide 30°×40° field of view on real subjects excluded from training and 0.5° best-case accuracy (across the same FOV) when explicitly trained for one real subject. We also train a pupil localization network which achieves higher robustness than previous methods.
Joohwan Kim, Michael Stengel, Alexander Majercik, Shalini De Mello, David Dunn, Samuli Laine, Morgan McGuire, David P. Luebke
CHI7
2019 Foveated AR: dynamically-foveated augmented reality display
abstract
We present a near-eye augmented reality display with resolution and focal depth dynamically driven by gaze tracking. The display combines a traveling microdisplay relayed off a concave half-mirror magnifier for the high-resolution foveal region, with a wide field-of-view peripheral display using a projector-based Maxwellian-view display whose nodal point is translated to follow the viewer's pupil during eye movements using a traveling holographic optical element. The same optics relay an image of the eye to an infrared camera used for gaze tracking, which in turn drives the foveal display location and peripheral nodal point. Our display supports accommodation cues by varying the focal depth of the microdisplay in the foveal region, and by rendering simulated defocus on the "always in focus" scanning laser projector used for peripheral display. The resulting family of displays significantly improves on the field-of-view, resolution, and form-factor tradeoff present in previous augmented reality designs. We show prototypes supporting 30, 40 and 60 cpd foveal resolution at a net 85° × 78° field of view per eye.
Jonghyun Kim 0006, Youngmo Jeong, Michael Stengel, Kaan Aksit, Rachel A. Albert, Ben Boudaoud, Trey Greer, Joohwan Kim, Ward Lopes, Alexander Majercik, Peter Shirley, Josef B. Spjut, Morgan McGuire, David P. Luebke
ACM Trans. Graph.13
2019 Improved Alpha Testing Using Hashed Sampling
abstract
We further describe and analyze the idea of hashed alpha testing from Wyman and McGuire [1] , which builds on stochastic alpha testing and simplifies stochastic transparency. Typically, alpha testing provides a simple mechanism to mask out complex silhouettes using simple proxy geometry with applied alpha textures. While widely used, alpha testing has a long-standing problem: geometry can disappear entirely as alpha mapped polygons recede with distance. As foveated rendering for virtual reality spreads, this problem worsens as peripheral minification and prefiltering introduce this problem on nearby objects. We first introduce the notion of stochastic alpha testing, which replaces a fixed alpha threshold of ατ = 0.5 with a randomly chosen ατ ∈ [0..1). This entirely avoids the problem of disappearing alpha-tested geometry, but introduces temporal noise. Hashed alpha testing uses a hash function to choose ατ procedurally. With a good hash function and inputs, hashed alpha testing maintains distant geometry without introducing more temporal flicker than traditional alpha testing. We also describe how hashed alpha interacts with temporal antialiasing and applies to alpha-to-coverage and screen-door transparency. Because hashed alpha testing addresses alpha test aliasing by introducing stable sampling, it has implications in other domains where increased sample stability is desirable. We show how our hashed sampling might apply to other stochastic effects.
Chris Wyman, Morgan McGuire
IEEE Trans. Vis. Comput. Graph.2
2018 Combining analytic direct illumination and stochastic shadows
abstract
In this paper, we propose a ratio estimator of the direct-illumination equation that allows us to combine analytic illumination techniques with stochastic raytraced shadows while maintaining correctness. Our main contribution is to show that the shadowed illumination can be split into the product of the unshadowed illumination and the illumination-weighted shadow. These terms can be computed separately - possibly using different techniques - without affecting the exactness of the final result given by their product.
Eric Heitz, Stephen Hill, Morgan McGuire
I3D3
2018 Towards virtual reality infinite walking: dynamic saccadic redirection
abstract
Redirected walking techniques can enhance the immersion and visual-vestibular comfort of virtual reality (VR) navigation, but are often limited by the size, shape, and content of the physical environments. We propose a redirected walking technique that can apply to small physical environments with static or dynamic obstacles. Via a head- and eye-tracking VR headset, our method detects saccadic suppression and redirects the users during the resulting temporary blindness. Our dynamic path planning runs in real-time on a GPU, and thus can avoid static and dynamic obstacles, including walls, furniture, and other VR users sharing the same physical space. To further enhance saccadic redirection, we propose subtle gaze direction methods tailored for VR perception. We demonstrate that saccades can significantly increase the rotation gains during redirection without introducing visual distortions or simulator sickness. This allows our method to apply to large open virtual spaces and small physical environments for room-scale VR. We evaluate our system via numerical simulations and real user studies.
Qi Sun 0003, Anjul Patney, Li-Yi Wei, Omer Shapira, Jingwan Lu, Paul Asente, Suwen Zhu, Morgan McGuire, David P. Luebke, Arie E. Kaufman
ACM Trans. Graph.8
2017 Real-time global illumination using precomputed light field probes
abstract
We introduce a new data structure and algorithms that employ it to compute real-time global illumination from static environments. Light field probes encode a scene's full light field and internal visibility. They extend current radiance and irradiance probe structures with per-texel visibility information similar to a G-buffer and variance shadow map. We apply ideas from screen-space and voxel cone tracing techniques to this data structure to efficiently sample radiance on world space rays, with correct visibility information, directly within pixel and compute shaders. From these primitives, we then design two GPU algorithms to efficiently gather real-time, viewer-dependent global illumination onto both static and dynamic objects. These algorithms make different tradeoffs between performance and accuracy. Supplemental GLSL source code is included.
Morgan McGuire, Mike Mara, Derek Nowrouzezahrai, David P. Luebke
I3D1
2017 Hashed alpha testing
abstract
Renderers apply alpha testing to mask out complex silhouettes using alpha textures on simple proxy geometry. While widely used, alpha testing has a long-standing problem that is underreported in the literature, but observable in commercial games: geometry can entirely disappear as alpha mapped polygons recede with distance. As foveated rendering for virtual reality spreads this problem worsens, as peripheral minification and prefilitering also cause this problem for nearby objects.
Chris Wyman, Morgan McGuire
I3D2
2017 Phenomenological Transparency
abstract
Translucent objects such as fog, clouds, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually-compelling shots. Unfortunately, they are hard to render in real-time and have thus previously been rendered poorly compared to opaque surfaces. This paper introduces the first model for a real-time rasterization algorithm that can simultaneously approximate the following transparency phenomena: wavelength-varying ("colored") transmission, translucent colored shadows, caustics, volumetric light and shadowing, partial coverage, diffusion, and refraction. All render efficiently with order-independent draw calls and low bandwidth. We include source code.
Morgan McGuire, Michael Mara
IEEE Trans. Vis. Comput. Graph.1
2016 A phenomenological scattering model for order-independent transparency
abstract
Translucent objects such as fog, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually compelling shots. Unfortunately, they are hard to simulate in real-time and have thus previously been rendered poorly compared to opaque surfaces in games.
Morgan McGuire, Michael Mara
I3D1
2016 Aggregate G-Buffer Anti-Aliasing -Extended Version-
abstract
We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. Our goal is to make high per-pixel sampling rates practical for real-time applications by substantially reducing shading costs and per-pixel storage compared to traditional deferred shading. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We shade this representation at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with two aggregates per-pixel generates results comparable to 32 × MSAA, but requires 54 percent less memory and is up to 2.6 × faster ( -30 percent memory and 1.7 × faster for 8 × MSAA).
Cyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron E. Lefohn
IEEE Trans. Vis. Comput. Graph.2
2015 Aggregate G-buffer anti-aliasing
abstract
We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations, where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We then shade this at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with 2 aggregate surfaces per-pixel generates results comparable to 8x MSAA, but requires 30% less memory (45% savings for 16x MSAA), and is up to 1.3x faster.
Cyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron E. Lefohn
I3D2
2013 Toward practical real-time photon mapping: efficient GPU density estimation
abstract
We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920 × 1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in real-time. Across the designs we conclude that tiled, deferred photon gathering in a compute shader gives the best combination of performance and quality.
Michael Mara, David P. Luebke, Morgan McGuire
I3D3
2012 A reconstruction filter for plausible motion blur
abstract
This paper describes a novel filter for simulating motion blur phenomena in real time by applying ideas from offline stochastic reconstruction. The filter operates as a 2D post-process on a conventional framebuffer augmented with a screen-space velocity buffer. We demonstrate results on video game scenes rendered and reconstructed in real-time on NVIDIA GeForce 480 and Xbox 360 platforms, and show that the same filter can be applied to cinematic post-processing of offline-rendered images and real photographs. The technique is fast and robust enough that we deployed it in a production game engine used at Vicarious Visions.
Morgan McGuire, Padraic Hennessy, Michael Bukowski, Brian Osman
I3D1
2011 Subpixel reconstruction antialiasing for deferred shading
abstract
Subpixel Reconstruction Antialiasing (SRAA) combines singlepixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing.
Matthäus G. Chajdas, Morgan McGuire, David P. Luebke
SI3D2
2011 Colored stochastic shadow maps
abstract
This paper extends the stochastic transparency algorithm that models partial coverage to also model wavelength-varying transmission. It then applies this to the problem of casting shadows between any combination of opaque, colored transmissive, and partially covered (i.e., α-matted) surfaces in a manner compatible with existing hardware shadow mapping techniques. Colored Stochastic Shadow Maps have a similar resolution and performance profile to traditional shadow maps, however they require a wider filter in colored areas to reduce hue variation.
Morgan McGuire, Eric Enderton
SI3D1
2011 A local image reconstruction algorithm for stochastic rendering
abstract
Stochastic renderers produce unbiased but noisy images of scenes that include the advanced camera effects of motion and defocus blur and possibly other effects such as transparency. We present a simple algorithm that selectively adds bias in the form of image space blur to pixels that are unlikely to have high frequency content in the final image. For each pixel, we sweep once through a fixed neighborhood of samples in front to back order, using a simple accumulation scheme. We achieve good quality images with only 16 samples per pixel, making the algorithm potentially practical for interactive stochastic rendering in the near future.
Peter Shirley, Timo Aila, Eric Enderton, Samuli Laine, David P. Luebke, Morgan McGuire
SI3D7
2010 Ambient occlusion volumes
abstract
No abstract available.
Morgan McGuire
SI3D1
2010 OptiX: a general purpose ray tracing engine
abstract
The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation that most ray tracing algorithms can be implemented using a small set of programmable operations. Consequently, the core of OptiX is a domain-specific just-in-time compiler that generates custom ray tracing kernels by combining user-supplied programs for ray generation, material shading, object intersection, and scene traversal. This enables the implementation of a highly diverse set of ray tracing-based algorithms and applications, including interactive rendering, offline rendering, collision detection systems, artificial intelligence queries, and scientific simulations such as sound propagation. OptiX achieves high performance through a compact object model and application of several ray tracing-specific compiler optimizations. For ease of use it exposes a single-ray programming model with full support for recursion and a dynamic dispatch mechanism similar to virtual function calls.
Steven G. Parker, James Bigler, Andreas Dietrich 0001, Heiko Friedrich, Jared Hoberock, David P. Luebke, David K. McAllister, Morgan McGuire, R. Keith Morley, Austin Robison, Martin Stich
ACM Trans. Graph.8
2010 Guest Editor's Introduction: Special Section on the Symposium on Interactive 3D Graphics and Games (I3D)
abstract
This special section presents new work that expands on ideas first presented at the Symposium on Interactive 3D Graphics and Games (I3D) in 2009. Four expanded versions of submitted papers are presented here.
Morgan McGuire, Eric Haines
IEEE Trans. Vis. Comput. Graph.1
2008 Indirection mapping for quasi-conformal relief texturing
abstract
Heightfield terrain and parallax occlusion mapping (POM) are popular rendering techniques in games. They can be thought of as per-vertex and per-pixel relief methods, which both create texture stretch artifacts at steep slopes.
Morgan McGuire, Kyle Whitson
SI3D1
2006 Practical, Real-time Studio Matting using Dual Imagers
Morgan McGuire, Wojciech Matusik, William Yerazunis
Rendering Techniques1
2006 Abstract shade trees
abstract
As GPU-powered special effects become more sophisticated, it becomes harder to create and manage effect interaction using the fairly primitive shading languages. This difficulty also introduces a workflow problem: artists design effects but only programmers can implement them, making it impossible for them to work asynchronously.To address these problems we present abstract shade trees and heuristic algorithms that operate over them. The trees allow designers to easily create effects by connecting primitives such as cube mapping and modulation. These primitives publish semantically rich types that encapsulate notions like vector basis and normalization. The algorithms employ these published types to automatically infer atomic and compound connectors between the primitives, and generate code for the tree. We also describe a visual editing environment for specifying the trees.Our data structure and algorithms spare designers from having to specify low-level programming details, enabling them to experiment without depending on programmers. The algorithms ensure that the generated code will be free of type-mismatches, a problem in previous shade trees. The abstract shade tree can also naturally express high-level features like shadows and reflections whose implementations overlap; that cross-cutting has made them difficult to modularize in more traditional ways. In experiments, the generated shaders are as efficient as handwritten code.
Morgan McGuire, George Stathis, Hanspeter Pfister, Shriram Krishnamurthi
SI3D1
2005 Defocus video matting
abstract
Video matting is the process of pulling a high-quality alpha matte and foreground from a video sequence. Current techniques require either a known background (e.g., a blue screen) or extensive user interaction (e.g., to specify known foreground and background elements). The matting problem is generally under-constrained, since not enough information has been collected at capture time. We propose a novel, fully autonomous method for pulling a matte using multiple synchronized video streams that share a point of view but differ in their plane of focus. The solution is obtained by directly minimizing the error in filter-based image formation equations, which are over-constrained by our rich data stream. Our system solves the fully dynamic video matting problem without user assistance: both the foreground and background may be high frequency and have dynamic content, the foreground may resemble the background, and the scene is lit by natural (as opposed to polarized or collimated) illumination.
Morgan McGuire, Wojciech Matusik, Hanspeter Pfister, John F. Hughes, Frédo Durand
ACM Trans. Graph.1
2003 Analysis of image registration noise due to rotationally dependent aliasing
Harold S. Stone, Morgan McGuire
J. Vis. Commun. Image Represent.3
2002 Programming Languages for Compressing Graphics
Morgan McGuire, Shriram Krishnamurthi, John F. Hughes
ESOP1
2000 Techniques for multiresolution image registration in the presence of occlusions
abstract
This paper describes and compares techniques for registering an image with respect to a template image when one or both are partially occluded. These techniques can be used to build correlation-based image registration (alignment of similar images) and image search (finding a sub-image within a larger image) algorithms. Binary masks as developed by Stone and Shamoon [18], and extended by Stone [15] to multi-resolution images, allow exact comparison of partially occluded images. Fractional masks, introduced in this paper, extend this idea for better discrimination on low-resolution images. The low and multi-resolution images result from searching the low-pass subbands of wavelet representations of images. By operating on low-resolution images and computing the correlation function in the frequency domain, the mask based algorithms can be implemented efficiently. We present experimental evidence supporting the use of occlusion masks in the registration process and find that binary masks produce higher registration peaks while fractional masks produce sharper peaks.
Morgan McGuire, Harold S. Stone
IEEE Trans. Geosci. Remote. Sens.1
1999 The Translation Sensitivity of Wavelet-Based Registration
abstract
This paper studies the effects of image translation on wavelet-based image registration. The main result is that the normalized correlation coefficients of low-pass Haar and Daubechies wavelet subbands are essentially insensitive to translations for features larger than twice the wavelet blocksize. The third-level low-pass subbands produce a correlation peak that varies with translation from 0.7 and 1.0 with an average in excess of 0.9. Translation sensitivity is limited to the high-pass subband and even this subband is potentially useful. The correlation peak for high-pass subbands derived from first and second-level low-pass subbands ranges from about 0.0 to 1.0 with an average of about 0.5 for Daubechies and 0.7 for Haar. We use a mathematical model to develop these results, and confirm them on real data.
Harold S. Stone, Jacqueline LeMoigne-Stewart, Morgan McGuire
IEEE Trans. Pattern Anal. Mach. Intell.3