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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 ...
Compiling to a VLIW Fragment Pipeline
(The Eurographics Association, 2001)
The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have ...
High-Quality Volume Rendering Using Texture Mapping Hardware
(The Eurographics Association, 1998)
We present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically ...
Gouraud Bump Mapping
(The Eurographics Association, 1998)
In this paper a new low cost bump mapping hardware is prcsented. The new hardware approach does not rely on per pixel lighting, but instead uses Gouraud interpolated triangles. The bump mapping effect is applied by blending ...
Multiresolution Rendering With Displacement Mapping
(The Eurographics Association, 1999)
In this paper, we present for the first time an approach for hardware accelerated displacement mapping. The displaced surface is generated from a 2D displacement map by remeshing a coarse triangle mesh according to the ...
Texture Shaders
(The Eurographics Association, 1999)
Extensions to the texture-mapping support of the abstract graphics hardware pipeline and the OpenGL API are proposed to better support programmable shading, with a unified interface, on a variety of future graphics accelerator ...
Parallel Texture Caching
(The Eurographics Association, 1999)
The creation of high-quality images requires new functionality and higher performance in real-time graphics architectures. In terms of functionality, texture mapping has become an integral component of graphics systems, ...
The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering
(The Eurographics Association, 2001)
Multi-pass rendering is a common method of virtualizing graphics hardware to overcome limited resources. Most current multi-pass rendering techniques use the RGBA framebuffer to store intermediate results between each pass. ...
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 ...
Neon: A Single-Chip 3D Workstation Graphics Accelerator
(The Eurographics Association, 1998)
High-performance 3D graphics accelerators traditionally require multiple chips on multiple boards, including geometry, rasterizing, pixel processing, and texture mapping chips. These designs are often scalable: they can ...