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Rasmus Barringer

dblp:83/9924 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author

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
4 papers
Rendering · 86% Geometric modeling and processing · 14%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
antialiasing
0.322013
A4: asynchronous adaptive anti-aliasing using shared memory · ACM Trans. Graph. 2013
High-quality spatio-temporal rendering using semi-analytical visibility · ACM Trans. Graph. 2011
Rendering
visibility computation
0.322012
High-quality curve rendering using line sampled visibility · ACM Trans. Graph. 2012
High-quality spatio-temporal rendering using semi-analytical visibility · ACM Trans. Graph. 2011
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.212014
Dynamic ray stream traversal · ACM Trans. Graph. 2014
Rendering
ray tracing
0.212014
Dynamic ray stream traversal · ACM Trans. Graph. 2014
Rendering
real-time rendering
0.212013
A4: asynchronous adaptive anti-aliasing using shared memory · ACM Trans. Graph. 2013
Rendering › geometric rendering
curve rendering
0.112012
High-quality curve rendering using line sampled visibility · ACM Trans. Graph. 2012
Rendering › temporal rendering
motion blur
0.112011
High-quality spatio-temporal rendering using semi-analytical visibility · ACM Trans. Graph. 2011
Rendering › global illumination
ambient occlusion
0.012011
High-quality spatio-temporal rendering using semi-analytical visibility · ACM Trans. Graph. 2011

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

SIMD · 0.4cache hierarchy optimization · 0.2sparse rasterization · 0.2shadow mapping · 0.2spatial line sampling · 0.1bezier spline intersection · 0.1shading cache · 0.1bounding volume hierarchy · 0.1analytical visibility · 0.1
YearPublicationVenuePosition
2017 Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture
abstract
Abstract We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms.
Rasmus Barringer, Tomas Akenine-Möller
Comput. Graph. Forum1
2014 Dynamic ray stream traversal
abstract
While each new generation of processors gets larger caches and more compute power, external memory bandwidth capabilities increase at a much lower pace. Additionally, processors are equipped with wide vector units that require low instruction level divergence to be efficiently utilized. In order to exploit these trends for ray tracing, we present an alternative to traditional depth-first ray traversal that takes advantage of the available cache hierarchy, and provides high SIMD efficiency, while keeping memory bus traffic low. Our main contribution is an efficient algorithm for traversing large packets of rays against a bounding volume hierarchy in a way that groups coherent rays during traversal. In contrast to previous large packet traversal methods, our algorithm allows for individual traversal order for each ray, which is essential for efficient ray tracing. Ray tracing algorithms is a mature research field in computer graphics, and despite this, our new technique increases traversal performance by 36--53%, and is applicable to most ray tracers.
Rasmus Barringer, Tomas Akenine-Möller
ACM Trans. Graph.1
2013 A4: asynchronous adaptive anti-aliasing using shared memory
abstract
Edge aliasing continues to be one of the most prominent problems in real-time graphics, e.g., in games. We present a novel algorithm that uses shared memory between the GPU and the CPU so that these two units can work in concert to solve the edge aliasing problem rapidly. Our system renders the scene as usual on the GPU with one sample per pixel. At the same time, our novel edge aliasing algorithm is executed asynchronously on the CPU. First, a sparse set of important pixels is created. This set may include pixels with geometric silhouette edges, discontinuities in the frame buffer, and pixels/polygons under user-guided artistic control. After that, the CPU runs our sparse rasterizer and fragment shader, which is parallel and SIMD:ified, and directly accesses shared resources (e.g., render targets created by the GPU). Our system can render a scene with shadow mapping with adaptive anti-aliasing with 16 samples per important pixel faster than the GPU with 8 samples per pixel using multi-sampling anti-aliasing. Since our system consists of an extensive code base, it will be released to the public for exploration and usage.
Rasmus Barringer, Tomas Akenine-Möller
ACM Trans. Graph.1
2012 High-quality curve rendering using line sampled visibility
abstract
Computing accurate visibility for thin primitives, such as hair strands, fur, grass, at all scales remains difficult or expensive. To that end, we present an efficient visibility algorithm based on spatial line sampling, and a novel intersection algorithm between line sample planes and Bézier splines with varying thickness. Our algorithm produces accurate visibility both when the projected width of the curve is a tiny fraction of a pixel, and when the projected width is tens of pixels. In addition, we present a rapid resolve procedure that computes final visibility. Using an optimized implementation running on graphics processors, we can render tens of thousands long hair strands with noise-free visibility at near-interactive rates.
Rasmus Barringer, Carl Johan Gribel, Tomas Akenine-Möller
ACM Trans. Graph.1
2011 High-quality spatio-temporal rendering using semi-analytical visibility
abstract
We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our algorithm uses a number of line samples over a rectangular group of pixels, and together with the time dimension, a two-dimensional spatio-temporal visibility problem needs to be solved per line sample. In a coarse culling step, our algorithm first uses a bounding volume hierarchy to rapidly remove geometry that does not overlap with the current line sample. For the remaining triangles, we approximate each triangle's depth function, along the line and along the time dimension, with a number of patch triangles. We resolve for the final color using an analytical visibility algorithm with depth sorting, simple occlusion culling, and clipping. Shading is decoupled from visibility, and we use a shading cache for efficient reuse of shaded values. In our results, we show practically noise-free renderings of motion blur with high-quality spatial anti-aliasing and with competitive rendering times. We also demonstrate that our algorithm, with some adjustments, can be used to accurately compute motion blurred ambient occlusion.
Carl Johan Gribel, Rasmus Barringer, Tomas Akenine-Möller
ACM Trans. Graph.2