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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 ...
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 ...
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, ...
Non-Uniform Fractional Tessellation
(The Eurographics Association, 2008)
We present a technique that modifies the tessellator in current graphics hardware so that the result is a more uniformly distributed tessellation in screen space. For increased flexibility, vertex tessellation weights are ...
Analytical Motion Blur Rasterization with Compression
(The Eurographics Association, 2010)
We present a rasterizer, based on time-dependent edge equations, that computes analytical visibility in order to render accurate motion blur. The theory for doing the computations in a rasterization framework is derived ...