Browsing by Subject "1.3.3 [Computer Graphics]"

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Browsing by Subject "1.3.3 [Computer Graphics]"

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  • Ewins, Jon P.; L.Watten, Phil; White, Martin; McNeill, Michael D. J.; Lister, Paul F. (The Eurographics Association, 1997)
    The design of a hardware architecture for a computer graphics pipeline requires a thorough understanding of the algorithms involved at each stage, and the implications these algorithms have on the organisation of the ...
  • Khan, Muhammad Sulaiman; Carr, Hamish; Angus, Doug (The Eurographics Association, 2016)
    Seismic data visualisation and analysis is an area of research interest for a lot of commercial and academic disciplines. It enables the geoscientists to understand structures underneath the earth. It is an important step ...
  • Ernst, I.; Rüsseler, H.; Schulz, H.; Wittig, 0. (The Eurographics Association, 1998)
    In this paper a new low cost bump mapping hardware is prcsented. The new hardware approach does not rely on per pixel lighting, but instead uses Gouraud interpolated triangles. The bump mapping effect is applied by blending ...
  • Dachille, Frank; Kreeger, Kevin; Chen, Baoquan; Bitter, Ingmar; Kaufman, Arie (The Eurographics Association, 1998)
    We present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically ...
  • Kreeger, Kevin; Kaufman, Arie (The Eurographics Association, 1999)
    We present two methods which connect today s polygon graphics hardware accelerators to Cube-5 volume rendering hardware, the successor to Cube4 The proposed methods allow mixing of both opaque and translucent polygons with ...
  • Kugler, Anders (The Eurographics Association, 1998)
    Data path simplification in the context of reflection- and bumpmapping hardware opens new solutions in the design of rendering and shading circuits. We are proposing a novel approach to rendering bump- and reflection-mapped ...
  • Doggett, Michael; Meißner, Michael; Kanust, Urs (The Eurographics Association, 1999)
    In this paper we present a low-cost memory architecture running at 100 MHz which is suited for any PCI-based volume rendering accelerator using the ray-casting approach. Current SDRAM technology, parallel access to all ...
  • Murk, William R.; Bishop, Gary (The Eurographics Association, 1997)
    McMillan and Bishop s 3D image warp can be efficiently implemented by exploiting the coherency of its memory accesses. We analyze this coherency, and present algorithms that take advantage of it. These algorithms traverse ...
  • McCormack, Joel; McNamara, Robert; Gianos, Christopher; Seiler, Larry; Jouppi, Norman P.; Correll, Ken (The Eurographics Association, 1998)
    High-performance 3D graphics accelerators traditionally require multiple chips on multiple boards, including geometry, rasterizing, pixel processing, and texture mapping chips. These designs are often scalable: they can ...
  • Eyles, John; Molnar, Steven; Poulton, John; Greer, Trey; Lastra, Anselmo; England, Nick; Westover, Lee (The Eurographics Association, 1997)
    PixelFlow is an architecture for high-speed, highly realistic image generation, based on the techniques of object-parallelism and image composition. Its initial architecture was described in [MOLN92]. After development by ...
  • Bruijns, J. (The Eurographics Association, 1998)
    We propose to use quadratic Bezier triangles as additional drawing primitives: quadratic Bezier triangles require much less model data for faithful representation of curved surfaces than planar triangles. Therefore, they ...
  • Schilling, Andreas (The Eurographics Association, 1997)
    A growing number of real-time applications need graphics with photorealistic quality, especially in the field of training (virtual operation, driving and flightsimulation), but also in the areas of design or ergonomic ...
  • Olano, Marc; Greer, Trey (The Eurographics Association, 1997)
    We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinates, the algorithm avoids costly clipping tests which make pipelining or hardware implementations ...
  • Knittel, Gunter (The Eurographics Association, 1999)
    We discuss hardware extensions to 3D-texturing units, which are very small but nevertheless remove some substantial performance limits typically found when using a 3D-texturing unit for volume rendering. The underlying ...
  • Heidrich, Wolfgang; Seidel, Hans-Peter (The Eurographics Association, 1998)
    Environment maps are widely used for approximating reflections in hardware-accelerated rendering applications. Unfortunately, the parameterizations for environment maps used in today s graphics hardware severely undersample ...
  • Barkans, Anthony C. (The Eurographics Association, 1989)
    Described is a display sub-system, designed for support of a very high speed rendering engine. It provides high-performance graphics to an enVironment that consists of a hierarchy of resizable windows. The concept of virtual ...
  • Knittel, Günter; Straßer, Wolfgang (The Eurographics Association, 1997)
    Volume rendering has traditionally been an application for supercomputers, workstation networks or expensive special-purpose hardware. In contrast, this report shows how far we have reached using the other extreme: the ...

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