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An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
(The Eurographics Association, 2003)
In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical ...
A Hierarchical Shadow Volume Algorithm
(The Eurographics Association, 2004)
The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as the performance is inversely proportional to ...
Efficient Bounding of Displaced Bézier Patches
(The Eurographics Association, 2010)
In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm ...
An Efficient Multi-View Rasterization Architecture
(The Eurographics Association, 2006)
TV have been designed and built. However, these displays have received relatively little attention in the context of real-time computer graphics. We present a novel rasterization architecture that rasterizes each triangle ...
iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones
(The Eurographics Association, 2005)
We present a novel texture compression scheme, called iPACKMAN, targeted for hardware implementation. In terms of image quality, it outperforms the previous de facto standard texture compression algorithms in the majority ...
High Quality Normal Map Compression
(The Eurographics Association, 2006)
Normal mapping is a widely used technique in real-time graphics, but so far little research has focused on compressing normal maps. Therefore, we present several simple techniques that improve the quality of ATI s 3Dc ...
Approximate Soft Shadows on Arbitrary Surfaces using PenumbraWedges
(The Eurographics Association, 2002)
Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated ...
Efficient Depth Buffer Compression
(The Eurographics Association, 2006)
Depth buffer performance is crucial to modern graphics hardware. This has led to a large number of algorithms for reducing the depth buffer bandwidth. Unfortunately, these have mostly remained documented only in the form ...
Design and Novel Uses of Higher-Dimensional Rasterization
(The Eurographics Association, 2012)
This paper assumes the availability of a very fast higher-dimensional rasterizer in future graphics processors. Working in up to five dimensions, i.e., adding time and lens parameters, it is well-known that this can be ...
Power Efficiency for Software Algorithms Running on Graphics Processors
(The Eurographics Association, 2012)
Power efficiency has become the most important consideration for many modern computing devices. In this paper, we examine power efficiency of a range of graphics algorithms on different GPUs. To measure power consumption, ...