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    High-Quality Pre-lntegrated Volume Rendering 

    Engel, Klaus; Kraus, Martin; Ertl, Thomas (The Eurographics Association, 2001)
    We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides ...
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    Perlin Noise Pixel Shaders 

    Hart, John C. (The Eurographics Association, 2001)
    While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ...
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    Adaptive Texture Maps 

    Kraus, Martin; Ertl, Thomas (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 ...
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    Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware 

    Dobashi, Yoshinori; Yamamoto, Tsuyoshi; Nishita, Tomoyuki (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 ...
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    Silhouette Maps for Improved Texture Magnification 

    Sen, Pradeep (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 ...
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    A Quadrilateral Rendering Primitive 

    Hormann, Kai; Tarini, Marco (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 ...

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    AuthorErtl, Thomas (2)Kraus, Martin (2)Dobashi, Yoshinori (1)Engel, Klaus (1)Hart, John C. (1)Hormann, Kai (1)Nishita, Tomoyuki (1)Sen, Pradeep (1)Tarini, Marco (1)Yamamoto, Tsuyoshi (1)Subject
    I.3.3 [Computer Graphics] (6)
    Picture/Image Generation (6)
    I.3.7 [Computer Graphics] (4)Three Dimensional Graphics and Realism (4)Hardware Architecture (3)I.3.1 [Computer Graphics] (3)Color (2)shading (2)Bitmap and frame buffer operations (1)Bitmap and framebuffer operations. (1)... View MoreDate Issued2001 (2)2002 (2)2004 (2)Has File(s)true (6)

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