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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 ...
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 ...