How to Rotate a Vertex by a Quaternion in GLSL

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Haswell Processor Graphics This talk will detail new graphics hardware and software capabilities introduced in the 4th generation of Intel Core™ Processors, codename “Haswell”New PIXEL SYNCHRONIZATION: SOLVING OLD GRAPHICS PROBLEMS WITH NEW DATA STRUCTURES In this session, we will introduce a new synchronization primitive for pixel shaders that enables a whole new way of attacking graphics problems on the GPU. The new method is easy to use, requires a fixed amount of memory and provides stable and consistent performance. Several applications will be detailed and demonstrated in real-time, including programmable blending, single pass depth peeling, order-independent transparency and deep shadow maps.New Theory and Analysis of Higher-Order Motion Blur RasterizationA common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other non-linear characteristics. To that end, we present a higher-order representation of vertex motion based on Bezier curves, which allows for more complex motion paths, and ´we derive the necessary mathematics for these. In addition, we extend previous work to handle higher-order motion by developing a new tile vs. triangle overlap test. We ﬁnd that our tile-based rasterizer outperforms all other …New Dynamic Stackless Binary Tree TraversalA fundamental part of many computer algorithms involves traversing a binary tree. One notable example is traversing a space-partitioning acceleration structure when computing ray-traced images. Traditionally, the traversal requires a stack to be temporarily stored for each ray, which results in both additional storage and memorybandwidth usage. We present a novel algorithm for traversing a binary tree that does not require a stack and, unlike previous approaches, works with dynamic descent direction without restarting. Our algorithm will visit exactly the same sequence of nodes as a stack-based counterpart with …