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Featured researches published by Rouslan Dimitrov.


international conference on computer graphics and interactive techniques | 2008

Image-space horizon-based ambient occlusion

Louis Bavoil; Miguel Sainz; Rouslan Dimitrov

Ambient occlusion is a lighting model that approximates the amount of light reaching a point on a diffuse surface based on its directly visible occluders. It gives perceptual clues of curvature and spatial proximity. Like [Mittring 2007] and [Shanmugam and Arikan 2007], we propose a real-time ambient occlusion computation as a postprocessing pass mainly based on a depth image from the eye’s point of view. This approach requires no scenedependent precomputations and is applicable to dynamic scenes. Our proposed method does not have the overocclusion issue from [Shanmugam and Arikan 2007] and samples inside the radius of influence, unlike [Mittring 2007].


interactive 3d graphics and games | 2008

Horizon-split ambient occlusion

Rouslan Dimitrov; Louis Bavoil; Miguel Sainz

The method includes receiving a plurality of graphics primitives for rendering at a GPU of a computer system and rendering graphics primitives into pixel parameters of the pixels of a display, wherein the parameters include pixel depth values and pixel normal values. For each pixel of the display, an ambient occlusion process is performed. The algorithm takes as input a ND-buffer containing pixel depth values and pixel normals. Based on the pixel 3-D position and the pixel normal vector, horizon heights are computed by sampling the ND-buffer and an occlusion term is computed for each pixel based on the horizon heights. Based on the pixel 3-D position, the pixel normal vector, a normal occlusion term is computed by sampling the ND-buffer above the horizon in multiple directions. An ambient occlusion illumination value is computed by combining the horizon occlusion term and the normal occlusion term.


Archive | 2013

VARIABLE FRAGMENT SHADING WITH SURFACE RECASTING

Eric B. Lum; Rouslan Dimitrov; Ignacio Llamas; Patrick Neill; Yury Uralsky; Albert Meixner


Archive | 2013

CACHING OF ADAPTIVELY SIZED CACHE TILES IN A UNIFIED L2 CACHE WITH SURFACE COMPRESSION

Ziyad S. Hakura; Rouslan Dimitrov; Emmett M. Kilgariff; Andrei Khodakovsky


Archive | 2014

Hierarchical tiled caching

Rouslan Dimitrov; Ziyad S. Hakura


Archive | 2013

ADAPTIVE MULTILEVEL BINNING TO IMPROVE HIERARCHICAL CACHING

Rouslan Dimitrov; Rui M. Bastos; Ziyad S. Hakura; Eric B. Lum


Archive | 2012

Efficient super-sampling with per-pixel shader threads

Jerome F. Duluk; Rouslan Dimitrov; Eric B. Lum; Rui M. Bastos


Archive | 2014

System, method, and computer program product for providing dynamic display refresh

Tom Petersen; David Wyatt; Paul van der Kouwe; Emmett M. Kilgariff; Laurence Harrison; Jensen Huang; Tony Tamasi; Gerrit A. Slavenburg; Thomas F. Fox; David Matthew Stears; Robert Jan Schutten; Ross Cunniff; Ajay Kamalvanshi; Robert Osborne; Rouslan Dimitrov


Archive | 2013

Heuristics for improving performance in a tile-based architecture

Ziyad S. Hakura; Walter R. Steiner; Cynthia Ann Edgeworth Allison; Rouslan Dimitrov; Karim M. Abdalla; Dale L. Kirkland; Emmett M. Kilgariff


Archive | 2013

RENDERING USING MULTIPLE RENDER TARGET SAMPLE MASKS

Eric B. Lum; Jerome F. Duluk; Yury Uralsky; Rouslan Dimitrov; Rui M. Bastos

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