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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 ...
Codesign Of Graphics Hardware Accelerators
(The Eurographics Association, 1997)
The design of a hardware architecture for a computer graphics pipeline requires a thorough understanding of the algorithms involved at each stage, and the implications these algorithms have on the organisation of the ...
Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency
(The Eurographics Association, 1999)
In this paper we present an algorithm for low-cost hardware antialiasing and transparency. This technique keeps a central Z value along with compact floating-point Z gradients in the X and Y dimensions for each fragment ...
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 ...
View-independent Environment Maps
(The Eurographics Association, 1998)
Environment maps are widely used for approximating reflections in hardware-accelerated rendering applications. Unfortunately, the parameterizations for environment maps used in today s graphics hardware severely undersample ...
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 ...
TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering
(The Eurographics Association, 1999)
We discuss hardware extensions to 3D-texturing units, which are very small but nevertheless remove some substantial performance limits typically found when using a 3D-texturing unit for volume rendering. The underlying ...
Multiresolution Rendering With Displacement Mapping
(The Eurographics Association, 1999)
In this paper, we present for the first time an approach for hardware accelerated displacement mapping. The displaced surface is generated from a 2D displacement map by remeshing a coarse triangle mesh according to the ...
PixelFlow: The Realization
(The Eurographics Association, 1997)
PixelFlow is an architecture for high-speed, highly realistic image generation, based on the techniques of object-parallelism and image composition. Its initial architecture was described in [MOLN92]. After development by ...
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 ...