Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Michael Mara is active.

Publication


Featured researches published by Michael Mara.


high performance graphics | 2012

Scalable ambient obscurance

Morgan McGuire; Michael Mara; David Patrick Luebke

This paper presents a set of architecture-aware performance and integration improvements for a recent screenspace ambient obscurance algorithm. These improvements collectively produce a 7 x performance increase at 2560 x1600, generalize the algorithm to both forward and deferred renderers, and eliminate the radius- and scene-dependence of the previous algorithm to provide a hard real-time guarantee of fixed execution time. The optimizations build on three strategies: pre-filter the depth buffer to maximize memory hierarchy efficiency; reduce total bandwidth by carefully reconstructing positions and normals at high precision from a depth buffer; and exploit low-level intra- and inter-thread techniques for parallel, floating-point architectures.


interactive 3d graphics and games | 2013

Toward practical real-time photon mapping: efficient GPU density estimation

Michael Mara; David Luebke; Morgan McGuire

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.


interactive 3d graphics and games | 2016

Extended TimeWarp latency compensation for virtual reality

Daniel Evangelakos; Michael Mara

Head-mounted virtual reality displays exhibit latency between sensing the users head position and updating the camera transformation for the image on the screen. With current sensors, rendering pipelines, and displays, this latency is on the order of several milliseconds and is believed to contribute to simulator sickness symptoms of disorientation, headache, and nausea.[LaValle et al. 2014]


Archive | 2014

Fast Global Illumination Approximations on Deep G-Buffers

Michael Mara; Morgan McGuire; Derek Nowrouzezahrai; David Patrick Luebke


Archive | 2013

2D Polyhedral Bounds of a Clipped, Perspective-Projected 3D Sphere

Michael Mara; Morgan McGuire


Archive | 2014

Image illumination rendering system and method

Morgan McGuire; David Luebke; Cyril Crassin; Peter-Pike J. Sloan; Peter Shirley; Brent Oster; Christopher Ryan Wyman; Michael Mara


Archive | 2012

SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR SAMPLING A HIERARCHICAL DEPTH MAP

Morgan McGuire; David Luebke; Michael Mara


Archive | 2013

SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR COMPUTING INDIRECT LIGHTING IN A CLOUD NETWORK

Morgan McGuire; Cyril Crassin; David Luebke; Michael Mara; Brent Oster; Peter Shirley; Peter-Pike J. Sloan; Christopher Ryan Wyman


Archive | 2013

SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR TILED DEFERRED SHADING

Morgan McGuire; Michael Mara; David Luebke; Jacopo Pantaleoni


international conference on computer graphics and interactive techniques | 2013

Interactive indirect lighting computed in the cloud

Cyril Crassin; David Luebke; Michael Mara; Morgan McGuire; Brent Oster; Peter Shirley; Peter-Pike J. Sloan; Chris Wyman

Collaboration


Dive into the Michael Mara's collaboration.

Researchain Logo
Decentralizing Knowledge