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Now showing items 11-19 of 19
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 ...
GPU Algorithms for Radiosity and Subsurface Scattering
(The Eurographics Association, 2003)
We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models ...
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 ...
Squeeze: Numerical-Precision-Optimized Volume Rendering
(The Eurographics Association, 2004)
This paper discusses how to squeeze volume rendering into as few bits per operation as possible while still retaining excellent image quality. For each of the typical volume rendering pipeline stages in texture map volume ...
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 ...
Adaptive Texture Maps
(The Eurographics Association, 2002)
We introduce several new variants of hardware-based adaptive texture maps and present applications in two, three, and four dimensions. In particular, we discuss representations of images and volumes with locally adaptive ...
Algorithms for Division Free Perspective Correct Rendering
(The Eurographics Association, 2000)
Well known implementations for perspective correct rendering of planar polygons require a division per rendered pixel. Such a division is better to be avoided as it is an expensive operation in terms of silicon gates and ...
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 ...
Silhouette Maps for Improved Texture Magnification
(The Eurographics Association, 2004)
Texture mapping is a simple way of increasing visual realism without adding geometrical complexity. Because it is a discrete process, it is important to properly filter samples when the sampling rate of the texture differs ...