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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 ...
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 ...
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 ...
Hybrid Volume and Polygon Rendering with Cube Hardware
(The Eurographics Association, 1999)
We present two methods which connect today s polygon graphics hardware accelerators to Cube-5 volume rendering hardware, the successor to Cube4 The proposed methods allow mixing of both opaque and translucent polygons with ...
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 ...
Real-Time Bump Map Synthesis
(The Eurographics Association, 2001)
In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to ...
Triangle Scan Conversion using 2D Homogeneous Coordinates
(The Eurographics Association, 1997)
We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinates, the algorithm avoids costly clipping tests which make pipelining or hardware implementations ...