
Agatha MallettUniversity of Utah | UOU · School of Computing
Agatha Mallett
Doctor of Philosophy
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16
Publications
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Introduction
Publications
Publications (16)
Mesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. This paper addresses the problem that using mesh colors for real-time rendering has not been practical, due to the absence of...
The Phong and Modified Phong specular BRDFs, although of limited physical basis, are nevertheless some of the simplest BRDFs exhibiting glossy and specular qualities to understand and to implement, making them useful for validation and teaching. Unfortunately, although it is well-known how to make these BRDFs conserve energy (that is, never gain en...
Adaptive shading is an effective mechanism for reducing the number of shaded pixels to a subset of the image resolution with minimal impact on final rendering quality. We present a new scheduling method based on on-chip tiles that, along with relatively minor modifications to the GPU architecture, provides efficient hardware support. As compared to...
We present Aesthetically-Oriented Atmospheric Scattering (AOAS): an experiment into the feasibility of using real-time rendering as a tool to explore sky styles. AOAS provides an interactive design environment which enables rapid iteration cycles from concept to implementation to preview. Existing real-time rendering techniques for atmospheric scat...
We introduce the dual-split tree, a new tree-based acceleration structure for ray tracing. Each internal node of a dual-split tree uses two axis-aligned planes to either split the parent node into two child nodes or to mark the empty regions of the node. This allows child bounding boxes to overlap when desired. Thus, our dual-split tree is capable...
A primary advantage of deferred shading is eliminating wasted shading operations due to overdraw. We present a new algorithm that we call Deferred Adaptive Compute Shading, for providing further reduction in shading computations. Our method hierarchically shades the image while reducing the number of required shading operations to below one shading...
Optimizations for ray tracing have typically focused on decreasing the time taken to render each frame. However, in modern computer systems it may actually be more important to minimize the energy used, or some combination of energy and render time. Understanding the time and energy costs per ray can enable the user to make conscious trade offs bet...
Optimizations for ray tracing have typically focused on decreasing the time taken to render each frame. However, in modern computer systems it may actually be more important to minimize the energy used, or some combination of energy and render time. Understanding the time and energy costs per ray can enable the user to make conscious trade-offs bet...
We introduce a new motion blur computation method for ray tracing that provides an analytical approximation of motion blurred visibility per ray. Rather than relying on timestamped rays and Monte Carlo sampling to resolve the motion blur, we associate a time interval with rays and directly evaluate when and where each ray intersects with animated o...
Hardware acceleration for ray tracing has been a topic of great interest
in computer graphics. However, even with proposed custom
hardware, the inherent irregularity in the memory access pattern
of ray tracing has limited its performance, compared with rasterization
on commercial GPUs. We provide a different approach to
hardware-accelerated ray tra...
Measured or simulated data for bidirectional reflectance distribution functions (BRDFs) of various materials is typically stored in a tabulated form by discretizing incoming and outgoing directions over the hemisphere. Since reflected radiance is usually strongly nonuniform over the hemisphere, a uniform discretization of a BRDF usually leads to po...