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An Effective Hardware Architecture for Bump Mapping Using Angular Operation
(The Eurographics Association, 2003)
In this paper, we propose an effective bump mapping algorithm that utilizes the reference space with the polar coordinate system and also propose a new hardware architecture associated with the proposed bump mapping ...
The Ray Engine
(The Eurographics Association, 2002)
Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray ...
Quasi-Linear Depth Buffers With Variable Resolution
(The Eurographics Association, 2001)
In this paper we present new class of variable-resolution depth buffers, providing a flexible trade-off between depth precision in the distant areas of the view volume and performance. These depth buffers can be implemented ...
Hardware-based Simulation and Collision Detection for Large Particle Systems
(The Eurographics Association, 2004)
Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly ...
GI-Cube: An Architecture for Volumetric Global Illumination and Rendering
(The Eurographics Association, 2000)
The power and utility of volume rendering is increased by global illumination. We present a hardware architecture, GI-Cube, designed to accelerate volume rendering, empower volumetric global illumination, and enable a host ...
Visual and Quantitative Analysis of Higher Order Arborization Overlaps for Neural Circuit Research
(The Eurographics Association, 2014)
Neuroscientists investigate neural circuits in the brain of the common fruit fly Drosophila melanogaster to discover how complex behavior is generated. Hypothesis building on potential connections between individual neurons ...
Learning Motion Controllers with Adaptive Depth Perception
(The Eurographics Association, 2012)
We present a novel approach to real-time character animation that allows a character to move autonomously based on vision input. By allowing the character to ''see'' the environment directly using depth perception, we can ...
Visualizing Movements of Protein Tunnels in Molecular Dynamics Simulations
(The Eurographics Association, 2014)
Analysis and visualization of molecules and their structural features help biochemists and biologists to better understand protein behavior. Studying these structures in molecular dynamics simulations enhances this ...
SaarCOR - A Hardware Architecture for Ray Tracing
(The Eurographics Association, 2002)
The ray tracing algorithm is well-known for its ability to generate high-quality images and its flexibility to support advanced rendering and lighting effects. Interactive ray tracing has been shown to work well on clusters ...
Photon Mapping on Programmable Graphics Hardware
(The Eurographics Association, 2003)
We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon ...