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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 ...
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 ...