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Dive into the research topics where William R. Mark is active.

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Featured researches published by William R. Mark.


eurographics | 2009

State of the Art in Ray Tracing Animated Scenes

Ingo Wald; William R. Mark; Johannes Günther; Solomon Boulos; Thiago Ize; Warren A. Hunt; Steven G. Parker; Peter Shirley

Ray tracing has long been a method of choice for off‐line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed, and real‐time ray tracing is finally within reach. However, real‐time capability also opens up new problems that do not exist in an off‐line environment. In particular real‐time ray tracing offers the opportunity to interactively ray trace moving/animated scene content.


high performance graphics | 2009

Data-parallel rasterization of micropolygons with defocus and motion blur

Kayvon Fatahalian; Edward Luong; Solomon Boulos; Kurt Akeley; William R. Mark; Pat Hanrahan

Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. We design and analyze the costs of three alternative data-parallel algorithms for rasterizing micropolygon workloads for the real-time domain. First, we demonstrate that efficient micropolygon rasterization requires parallelism across many polygons, not just within a single polygon. Second, we produce a data-parallel implementation of an existing stochastic rasterization algorithm by Pixar, which is able to produce motion blur and depth-of-field effects. Third, we provide an algorithm that leverages interleaved sampling for motion blur and camera defocus. This algorithm outperforms Pixars algorithm when rendering objects undergoing moderate defocus or high motion and has the added benefit of predictable performance.


ACM Transactions on Graphics | 2011

Razor: An architecture for dynamic multiresolution ray tracing

Peter Djeu; Warren A. Hunt; Rui Wang; Ikrima Elhassan; Gordon Stoll; William R. Mark

Recent work demonstrates that interactive ray tracing is possible on desktop systems, but there is still much debate as to how to most efficiently support advanced visual effects such as soft shadows, smooth freeform surfaces, complex shading, and animated scenes. With these challenges in mind, we reconsider the options for designing a rendering system and present Razor, a new software rendering architecture for distribution ray tracing designed to produce high-quality images with high performance on future single-chip many-core hardware. Razor includes two noteworthy capabilities: a set of techniques for quickly building the kd-tree acceleration structure on demand every frame from a scene graph and a system design that allows for crack-free multiresolution geometry with each ray independently choosing its geometry resolution. Razors per-frame kd-tree build is designed to robustly handle arbitrarily scene animation, while its per-ray multiresolution geometry provides continuous level of detail driven by ray and path differentials. Razor also decouples shading from visibility computations using a two-phase shading scheme inspired by the REYES system, and caches tessellated representations of freeform surfaces at multiple levels of detail. We present experimental results gathered from a prototype system implemented on eight CPU cores, and discuss which aspects of the system are most successful and which would benefit from further investigation.


2008 IEEE Symposium on Interactive Ray Tracing | 2008

Large ray packets for real-time Whitted ray tracing

Ryan S. Overbeck; Ravi Ramamoorthi; William R. Mark

In this paper, we explore large ray packet algorithms for acceleration structure traversal and frustum culling in the context of Whitted ray tracing, and examine how these methods respond to varying ray packet size, scene complexity, and ray recursion complexity. We offer a new algorithm for acceleration structure traversal which is robust to degrading coherence and a new method for generating frustum bounds around reflection and refraction ray packets. We compare, adjust, and finally compose the most effective algorithms into a real-time Whitted ray tracer. With the aid of multi-core CPU technology, our system renders complex scenes with reflections, refractions, and/or point-light shadows anywhere from 4-20 FPS.


IEEE Transactions on Visualization and Computer Graphics | 2012

Combining Single and Packet-Ray Tracing for Arbitrary Ray Distributions on the Intel MIC Architecture

Carsten Benthin; Ingo Wald; Sven Woop; Manfred Ernst; William R. Mark

Wide-SIMD hardware is power and area efficient, but it is challenging to efficiently map ray tracing algorithms to such hardware especially when the rays are incoherent. The two most commonly used schemes are either packet tracing, or relying on a separate traversal stack for each SIMD lane. Both work great for coherent rays, but suffer when rays are incoherent: The former experiences a dramatic loss of SIMD utilization once rays diverge; the latter requires a large local storage, and generates multiple incoherent streams of memory accesses that present challenges for the memory system. In this paper, we introduce a single-ray tracing scheme for incoherent rays that uses just one traversal stack on 16-wide SIMD hardware. It uses a bounding-volume hierarchy with a branching factor of four as the acceleration structure, exploits four-wide SIMD in each box and primitive intersection test, and uses 16-wide SIMD by always performing four such node or primitive tests in parallel. We then extend this scheme to a hybrid tracing scheme that automatically adapts to varying ray coherence by starting out with a 16-wide packet scheme and switching to the new single-ray scheme as soon as rays diverge. We show that on the Intel Many Integrated Core architecture this hybrid scheme consistently, and over a wide range of scenes and ray distributions, outperforms both packet and single-ray tracing.


international conference on computer graphics and interactive techniques | 2010

Reducing shading on GPUs using quad-fragment merging

Kayvon Fatahalian; Solomon Boulos; James Hegarty; Kurt Akeley; William R. Mark; Henry Packard Moreton; Pat Hanrahan

Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function hardware, and, when rendering pixel-sized triangles, requires only a small amount of buffering to reduce overall pipeline shading work by a factor of eight. We find that a fragment-shading pipeline with this optimization is competitive with the REYES pipeline approach of shading at micropolygon vertices and, in cases of complex occlusion, can perform up to two times less shading work.


international conference on computer graphics and interactive techniques | 2009

DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering

Matthew Fisher; Kayvon Fatahalian; Solomon Boulos; Kurt Akeley; William R. Mark; Pat Hanrahan

We present DiagSplit, a parallel algorithm for adaptively tessellating displaced parametric surfaces into high-quality, crack-free micropolygon meshes. DiagSplit modifies the split-dice tessellation algorithm to allow splits along non-isoparametric directions in the surfaces parametric domain, and uses a dicing scheme that supports unique tessellation factors for each subpatch edge. Edge tessellation factors are computed using only information local to subpatch edges. These modifications allow all subpatches generated by DiagSplit to be processed independently without introducing T-junctions or mesh cracks and without incurring the tessellation overhead of binary dicing. We demonstrate that DiagSplit produces output that is better (in terms of image quality and number of micropolygons produced) than existing parallel tessellation schemes, and as good as highly adaptive split-dice implementations that are less amenable to parallelization.


high performance graphics | 2010

A lazy object-space shading architecture with decoupled sampling

Christopher A. Burns; Kayvon Fatahalian; William R. Mark

We modify the Reyes object-space shading approach to address two inefficiencies that result from performing shading calculations at micropolygon grid vertices prior to rasterization. Our system samples shading of surface sub-patches uniformly in the objects parametric domain, but the location of shading samples need not correspond with the location of mesh vertices. Thus we perform object-space shading that efficiently supports motion and defocus blur, but do not require micropolygons to achieve a shading rate of one sample per pixel. Second, our system resolves surface visibility prior to shading, then lazily shades 2x2 sample blocks that are known to contribute to the resulting fragments. We find that in comparison to a Reyes micropolygon rendering pipeline, decoupling geometric sampling rate from shading rate permits the use of meshes containing an order of magnitude fewer vertices with minimal loss of image quality in our test scenes. Shading on-demand after rasterization reduces shader invocations by over two times in comparison to pre-visibility object-space shading.


international conference on computer graphics and interactive techniques | 2010

Consistent normal interpolation

Alexander Reshetov; Alexei Soupikov; William R. Mark

Rendering a polygonal surface with Phong normal interpolation allows shading to appear as it would for a true curved surface while maintaining the efficiency and simplicity of coarse polygonal geometry. However, this approximation fails in certain situations, especially for grazing viewing directions. Well-known problems include physically impossible reflections and implausible illumination. Some of these artifacts can be mitigated through special-case processing, although no universal or generally accepted approaches are available. In particular, all known solutions that guarantee that reflected rays will always point outward from the surface also create discontinuities in the reflection ray direction. We present a simple modification of Phong normal interpolation that allows physically plausible reflections and creates an appearance of a smooth surface. We introduce an additional scalar parameter that characterizes the deviation between per-vertex normals and per face normals and use it to adjust linearly interpolated normals. The proposed technique eliminates perceptually objectionable artifacts caused by inconsistencies between the shading and geometric normals while retaining most of the practical advantages and simplicity of the original Phong formulation.


parallel computing | 2012

ispc: A SPMD compiler for high-performance CPU programming

Matt Pharr; William R. Mark

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Kayvon Fatahalian

Carnegie Mellon University

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Christopher A. Burns

University of Texas at Austin

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