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An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
(The Eurographics Association, 2003)
In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical ...
A Hierarchical Shadow Volume Algorithm
(The Eurographics Association, 2004)
The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as the performance is inversely proportional to ...
An Efficient Multi-View Rasterization Architecture
(The Eurographics Association, 2006)
TV have been designed and built. However, these displays have received relatively little attention in the context of real-time computer graphics. We present a novel rasterization architecture that rasterizes each triangle ...
iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones
(The Eurographics Association, 2005)
We present a novel texture compression scheme, called iPACKMAN, targeted for hardware implementation. In terms of image quality, it outperforms the previous de facto standard texture compression algorithms in the majority ...
High Quality Normal Map Compression
(The Eurographics Association, 2006)
Normal mapping is a widely used technique in real-time graphics, but so far little research has focused on compressing normal maps. Therefore, we present several simple techniques that improve the quality of ATI s 3Dc ...
Approximate Soft Shadows on Arbitrary Surfaces using PenumbraWedges
(The Eurographics Association, 2002)
Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated ...
Efficient Depth Buffer Compression
(The Eurographics Association, 2006)
Depth buffer performance is crucial to modern graphics hardware. This has led to a large number of algorithms for reducing the depth buffer bandwidth. Unfortunately, these have mostly remained documented only in the form ...
Non-Uniform Fractional Tessellation
(The Eurographics Association, 2008)
We present a technique that modifies the tessellator in current graphics hardware so that the result is a more uniformly distributed tessellation in screen space. For increased flexibility, vertex tessellation weights are ...
Stochastic Rasterization using Time-Continuous Triangles
(The Eurographics Association, 2007)
We present a novel algorithm for stochastic rasterization which can rasterize triangles with attributes depending on a parameter, t, varying continuously from t
Floating-Point Buffer Compression in a Unified Codec Architecture
(The Eurographics Association, 2008)
This paper presents what we believe are the first (public) algorithms for floating-point (fp) color and fp depth buffer compression. The depth codec is also available in an integer version. The codecs are harmonized, meaning ...