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VoxelCache: A Cache-Based Memory Architecture for Volume Graphics
(The Eurographics Association, 2003)
This paper presents a cache-based memory architecture for volume graphics. We describe the memory organization and cache logic to implement a voxel cache based on 43 voxel blocks. We show an efficient prefetching scheme ...
Density Contrast SPH Interfaces
(The Eurographics Association, 2008)
To simulate multiple fluids realistically many important interaction effects have to be captured accurately. Smoothed Particle Hydrodynamics (SPH) has shown to be a simple, yet flexible method to cope with many fluid ...
Quadtree Relief Mapping
(The Eurographics Association, 2006)
Relief mapping is an image based technique for rendering surface details. It simulates depth on a polygonal model using a texture that encodes surface height. The presented method incorporates a quadtree structure to achieve ...
A Fast, Energy-Efficient Z-Comparator
(The Eurographics Association, 2005)
We present a fast and energy-efficient z-comparator that takes advantage of the fact that the result of most depth comparisons can be determined by examining just a few bits. This feature is made possible by the use of ...
Minimum Triangle Separation for Correct Z-Buffer Occlusion
(The Eurographics Association, 2006)
We show that, and how, window coordinate precision (the representations of xwin and ywin), field of view, and error accumulated by single-precision mapping arithmetic contribute to, and sometimes dominate, effective zbuffer ...
Texture Compression of Light Maps using Smooth Profile Functions
(The Eurographics Association, 2010)
Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, ...
Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems
(The Eurographics Association, 2009)
This work supposes a first attempt to characterize the 3D game workload running on commodity multi-GPU systems. Depending on the rendering workload balance mode used, the intra and interframe dependencies due to render-to-texture ...
Parallel View-Dependent Tessellation of Catmull-Clark Subdivision Surfaces
(The Eurographics Association, 2009)
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivision surfaces entirely on programmable graphics hardware. Our scheme extends the concept of breadth-first subdivision, ...
Hybrid Smoothed Particle Hydrodynamics
(The Eurographics Association, 2011)
We present a new algorithm for enforcing incompressibility for Smoothed Particle Hydrodynamics (SPH) by preserving uniform density across the domain. We propose a hybrid method that uses a Poisson solve on a coarse grid ...
Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
(The Eurographics Association, 2012)
Sparse Voxel Octrees (SVOs) represent efficiently complex geometry on current GPUs. Despite the fact that LoDs come naturally with octrees, interpolating and filtering SVOs are still issues in current approaches. In this ...