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Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
(The Eurographics Association, 2002)
To create realistic images using computer graphics, an important element to consider is atmospheric scattering, that is, the phenomenon by which light is scattered by small particles in the air. This effect is the cause ...
Single-Pass Full-Screen Hardware Accelerated Antialiasing
(The Eurographics Association, 2000)
This paper describes a modified A-buffer algorithm and its hardware architecture for single-pass full-screen antialiasing. For storage and management of fragments, a dynamic memory management scheme, which can be efficiently ...
Towards Hardware Implementation Of Loop Subdivision
(The Eurographics Association, 2000)
We present a novel algorithm to evaluate and render Loop subdivision surfaces. The algorithm exploits the fact that Loop subdivision surfaces are piecewise polynomial and uses the forward difference technique for efficiently ...
Towards Interactive Bump Mapping with Anisotropic Shift-Variant BRDFs
(The Eurographics Association, 2000)
In this paper a technique is presented that combines interactive hardware accelerated bump mapping with shift-variant anisotropic reflectance models. An evolutionary path is shown how some simpler reflectance models can ...
High-Quality Unstructured Volume Rendering on the PC Platform
(The Eurographics Association, 2002)
For the visualization of volume data the application of transfer functions is used widely. In this area the preintegration technique allows high quality visualizations and the application of arbitrary transfer functions. ...
PixelView: A View-Independent Graphics Rendering Architecture
(The Eurographics Association, 2004)
We present a new computer graphics rendering architecture that allows all possible views to be extracted from a single traversal of a scene description. It supports a wide range of rendering primitives, including polygonal ...
Prefiltered Antialiased Lines Using Half-Plane Distance Functions
(The Eurographics Association, 2000)
We describe a method to compute high-quality antialiased lines by adding a modest amount of hardware to a fragment generator based upon half-plane edge functions. (A fragment contains the information needed to paint one ...
Tiled Polygon Traversal Using Half-Plane Edge Functions
(The Eurographics Association, 2000)
Existing techniques for traversing a polygon generate fragments one (or more) rows or columns at a time. (A fragment is all the information needed to paint one pixel of the polygon.) This order is non-optimal for many ...
Adaptive View Dependent Tessellation of Displacement Maps
(The Eurographics Association, 2000)
Displacement Mapping is an effective technique for encoding the high levels of detail found in today s triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps ...
A Quadrilateral Rendering Primitive
(The Eurographics Association, 2004)
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used ...