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Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation
(The Eurographics Association, 1999)
Procedural solid texturing was introduced fourteen years ago, but has yet to find its way into consumer level graphics hardware for teal-time operation. To this end, a new model is introduced that yields a parameterized ...
Design of a Fast Voxel Processor for Parallel Volume Visualization
(The Eurographics Association, 1995)
The basics of a parallel real-time volume visualization architecture are introduced. Volume data is divided into subcubes that are dis tributed among multiple image processors and stored in their pri vate voxel memories. ...
VIZARD - Visualization Accelerator for Realtime Display
(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 ...
Memory Access Patterns of Occlusion-Compatible 3D Image Warping
(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 ...
Codesign Of Graphics Hardware Accelerators
(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 ...
Adaptive Hierarchical Visibility in a Tiled Architecture
(The Eurographics Association, 1999)
This paper describes a method for occlusion culling in a tiled 3D graphics hardware architecture. Adaptive hierarchical visibility (AHV) is a simplified method for occlusion culling that is integrated into a tiled architecture ...
Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency
(The Eurographics Association, 1999)
In this paper we present an algorithm for low-cost hardware antialiasing and transparency. This technique keeps a central Z value along with compact floating-point Z gradients in the X and Y dimensions for each fragment ...
Optimal Depth Buffer for Low-Cost Graphics Hardware
(The Eurographics Association, 1999)
3D applications using hardware depth buffers for visibility testing are confronted with multiple choices of buffer types, sizes and formats. Some of the options are not exposed through 3D API or may be used by the driver ...
PAVLOV: A Programmable Architecture for Volume Processing
(The Eurographics Association, 1998)
We present a parallel 2D mesh connected architecture with SIMD processing elements. The design allows for real-time volume rendering as well as interactive 30 segmentation and 1D feature extraction. This is possible because ...
Performance Issues of a Distributed Frame Buffer on a Multicomputer
(The Eurographics Association, 1998)
A multiple-port, distributed frame buffer has been recently proposed to support parallel rendering on multicomputers. This paper describes an implementation of such a distributed frame buffer for the Intel Paragon routing ...