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dc.contributor.authorYang, Yutingen_US
dc.contributor.authorBarnes, Connellyen_US
dc.contributor.editorGutierrez, Diego and Sheffer, Allaen_US
dc.date.accessioned2018-04-14T18:25:23Z
dc.date.available2018-04-14T18:25:23Z
dc.date.issued2018
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13374
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13374
dc.description.abstractWe introduce a general method to approximate the convolution of a program with a Gaussian kernel. This results in the program being smoothed. Our compiler framework models intermediate values in the program as random variables, by using mean and variance statistics. We decompose the input program into atomic parts and relate the statistics of the different parts of the smoothed program. We give several approximate smoothing rules that can be used for the parts of the program. These include an improved variant of Dorn et al. [DBLW15], a novel adaptive Gaussian approximation, Monte Carlo sampling, and compactly supported kernels. Our adaptive Gaussian approximation handles multivariate Gaussian distributed inputs, gives exact results for a larger class of programs than previous work, and is accurate to the second order in the standard deviation of the kernel for programs with certain analytic properties. Because each expression in the program can have multiple approximation choices, we use a genetic search to automatically select the best approximations. We apply this framework to the problem of automatically bandlimiting procedural shader programs. We evaluate our method on a variety of geometries and complex shaders, including shaders with parallax mapping, animation, and spatially varying statistics. The resulting smoothed shader programs outperform previous approaches both numerically and aesthetically.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectSoftware and its engineering
dc.subjectCompilers
dc.subjectComputing methodologies
dc.subjectRendering
dc.titleApproximate Program Smoothing Using Mean-Variance Statistics, with Application to Procedural Shader Bandlimitingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersOptimized Rendering
dc.description.volume37
dc.description.number2
dc.identifier.doi10.1111/cgf.13374
dc.identifier.pages443-454


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