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    Triangle Scan Conversion using 2D Homogeneous Coordinates 

    Olano, Marc; Greer, Trey (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 ...
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    Optimal Depth Buffer for Low-Cost Graphics Hardware 

    Lapidous, Eugene; Jiao, Guofang (The Eurographics Association, 1999)
    3D applications using hardware depth buffers for visibility testing are confronted with multiple choices of buffer types, sizes and formats. Some of the options are not exposed through 3D API or may be used by the driver ...
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    Hybrid Volume and Polygon Rendering with Cube Hardware 

    Kreeger, Kevin; Kaufman, Arie (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 ...
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    EM-Cube: An Architecture for Low-Cost Real-Time Volume Rendering 

    Osborne, Rändy; Pfister, Hanspeter; Lauer, Hugh; McKenzie, Neil; Gibson, Sarah; Hiatt, Wally; Ohkarni, TakaHide (The Eurographics Association, 1997)
    EM-Cube is a VLSI architecture for low-cost, high quality volume rendering at full video frame rates. Derived from the Cube4 architecture developed at SUNY at Stony Brook, EM-Cube computes sample points and gradients ...
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    High-Quality Volume Rendering Using Texture Mapping Hardware 

    Dachille, Frank; Kreeger, Kevin; Chen, Baoquan; Bitter, Ingmar; Kaufman, Arie (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 ...
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    Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation 

    Hart, John C.; Carr, Nate; Karneya, Masaki; Tibbitts, Stephen A.; Coleman, Terrance J. (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 ...
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    Memory Access Patterns of Occlusion-Compatible 3D Image Warping 

    Murk, William R.; Bishop, Gary (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 ...
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    Texture Shaders 

    McCool, Michael D.; Heidrich, Wolfgang (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 ...
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    Parallel Texture Caching 

    lgehy, Homan; Eldridge, Matthew; Hanrahan, Pat (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, ...

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    AuthorKaufman, Arie (2)Kreeger, Kevin (2)Bishop, Gary (1)Bitter, Ingmar (1)Carr, Nate (1)Chen, Baoquan (1)Coleman, Terrance J. (1)Dachille, Frank (1)Eldridge, Matthew (1)Gibson, Sarah (1)... View MoreSubject
    1.3.7 [Computer Graphics] (9)
    Hardware Architecture (9)
    Three Dimensional Graphics and Realism (9)
    1.3.1 [Computer Graphics] (6)1.3.3 [Computer Graphics] (4)Picture/Image Generation (4)shading (4)Color (3)shadowing (3)Graphics Processors (2)... View MoreDate Issued1999 (5)1997 (3)1998 (1)Has File(s)
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