Now showing items 2070-2089 of 5413

    • Hardware for Superior Texture Performance 

      Knittel, G.; Schilling, A.; Kugler, A.; Straßer, W. (The Eurographics Association, 1995)
      Mapping textures onto suIfaces of computer-gener­ ated objects is a technique which greatly improves the realism of their appearance. Unfortunately, this imposes high computational demands and, even worse, tremendous memory ...
    • Hardware Implementation of Micropolygon Rasterization with Motion and Defocus Blur 

      Brunhaver, John S.; Fatahalian, Kayvon; Hanrahan, Pat (The Eurographics Association, 2010)
      Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. Additionally, they do not natively support triangle rasterization with jittered sampling, defocus, or motion blur. We perform ...
    • Hardware Outline Character Rasterization 

      Morgan, Marc; Hersch, Roger D. (The Eurographics Association, 1991)
      This paper presents the design and implementation of an application specific integrated circuit (ASIC) for real-time rasterization of characters described by their outline based on vertical scan-conversion and flag fill ...
    • A Hardware Processing Unit for Point Sets 

      Heinzle, Simon; Guennebaud, Gaël; Botsch, Mario; Gross, Markus (The Eurographics Association, 2008)
      We present a hardware architecture and processing unit for point sampled data. Our design is focused on fundamental and computationally expensive operations on point sets including k-nearest neighbors search, moving least ...
    • A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors 

      Sheaffer, Jeremy W.; Luebke, David P.; Skadron, Kevin (The Eurographics Association, 2007)
      General purpose computation on graphics processors (GPGPU) has rapidly evolved since the introduction of commodity programmable graphics hardware. With the appearance of GPGPU computation-oriented APIs such as AMD s Close ...
    • Hardware Support for Adaptive Subdivision Surface Rendering 

      Boo, M.; Amor, M.; Doggett, M.; Hirche, J.; Strasser, W. (The Eurographics Association, 2001)
      Adaptive subdivision of triangular meshes is highly desirable for surface generation algorithms including adaptive displacement mapping in which a highly detailed model can be constructed from a coarse triangle mesh and a ...
    • Hardware Support for Non-photorealistic Rendering 

      Raskar, Ramesh (The Eurographics Association, 2001)
      Special features such as ridges, valleys and silhouettes, of a polygonal scene are usually displayed by explicitly identifying and then rendering 'edges' for the corresponding geometry. The candidate edges are identified ...
    • Hardware Support for the Display and Manipulation of Binary Voxel Models 

      Jense, G.J.; Huijsmans, D.P. (The Eurographics Association, 1988)
      We describe some of our experiences with the implementation of a 3D reconstruction system for the visualization of the shapes and structural development of biological objects. We use a binary voxel model as volumetric ...
    • Hardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering 

      Emst, I.; Jackel, D.; Riisseler, H.; Wittig, O. (The Eurographics Association, 1995)
      Today's high-end Gouraud renderers produce nicely textured scenes by mapping two-dimensional images onto modeled objects in real· time. We present a renderer which textures surfaces in the normal sense of the word using ...
    • Hardware-Accelerated Dual-Split Trees 

      Lin, Daqi; Vasiou, Elena; Yuksel, Cem; Kopta, Daniel; Brunvand, Erik (ACM, 2020)
      Bounding volume hierarchies (BVH) are the most widely used acceleration structures for ray tracing due to their high construction and traversal performance. However, the bounding planes shared between parent and children ...
    • Hardware-accelerated Extraction and Rendering of Point Set Surfaces 

      Tejada, E.; Gois, J. P.; Nonato, L. G.; Castelo, A.; Ertl, T. (The Eurographics Association, 2006)
      Point-based models are gaining lately considerable attention as an alternative to traditional surface meshes. In this context, Point Set Surfaces (PSS) were proposed as a modeling and rendering method with important ...
    • Hardware-Accelerated Free-Form Deformation 

      Chua, Clint; Neumann, Ulrich (The Eurographics Association, 2000)
      Hardware-acceleration for geometric deformation is developed in the framework of an extension to the OpenGL specification. The method requires an addition to the front-end of the OpenGL rendering pipeline and an appropriate ...
    • Hardware-accelerated from-region visibility using a dual ray space 

      Koltun, Vladlen; Chrysanthou, Yiorgos; Cohen-Or, Daniel (The Eurographics Association, 2001)
      In this paper a novel from-region visibility algorithm is described. Its unique properties allow conducting remote walkthroughs in very large virtual environments, without preprocessing and storing prohibitive amounts of ...
    • Hardware-Accelerated Global Illumination by Image Space Photon Mapping 

      McGuire, Morgan; Luebke, David (The Eurographics Association, 2009)
      We describe an extension to photon mapping that recasts the most expensive steps of the algorithm - the initial and final photon bounces - as image-space operations amenable to GPU acceleration. This enables global ...
    • Hardware-Accelerated Glyphs for Mono- and Dipoles in Molecular Dynamics Visualization 

      Reina, Guido; Ertl, Thomas (The Eurographics Association, 2005)
      We present a novel visualization method for mono- and dipolar molecular simulations from thermodynamics that takes advantage of modern graphics hardware to interactively render specifically tailored glyphs. Our approach ...
    • Hardware-Accelerated Multi-Tile Streaming for Realtime Remote Visualization 

      Biedert, Tim; Messmer, Peter; Fogal, Thomas; Garth, Christoph (The Eurographics Association, 2018)
      The physical separation of compute resource and end user is one of the core challenges in HPC visualization. While GPUs are routinely used in remote rendering, a heretofore unexplored aspect is these GPUs' special purpose ...
    • Hardware-Accelerated Point-Based Rendering of Complex Scenes 

      Coconu, Liviu; Hege, Hans-Christian (The Eurographics Association, 2002)
      High quality point rendering methods have been developed in the last years. A common drawback of these approaches is the lack of hardware support. We propose a novel point rendering technique that yields good image quality ...
    • Hardware-accelerated Stippling of Surfaces derived from Medical Volume Data 

      Baer, Alexandra; Tietjen, Christian; Bade, Ragnar; Preim, Bernhard (The Eurographics Association, 2007)
      We present a fast hardware-accelerated stippling method which does not require any preprocessing for placing points on surfaces. The surfaces are automatically parameterized in order to apply stippling textures without ...
    • Hardware-Assisted Projected Tetrahedra 

      Maximo, André; Marroquim, Ricardo; Farias, Ricardo (The Eurographics Association and Blackwell Publishing Ltd., 2010)
      We present a flexible and highly efficient hardware-assisted volume renderer grounded on the original Projected Tetrahedra (PT) algorithm. Unlike recent similar approaches, our method is exclusively based on the rasterization ...
    • Hardware-assisted View-dependent Isosurface Extraction using Spherical Partition 

      Gao, Jinzhu; Shen, Han-Wei (The Eurographics Association, 2003)
      Extracting only the visible portion of an isosurface can improve both the computation efficiency and the rendering speed. However, the visibility test overhead can be quite high for large scale data sets. In this paper, ...