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Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation
(The Eurographics Association, 1999)
Procedural solid texturing was introduced fourteen years ago, but has yet to find its way into consumer level graphics hardware for teal-time operation. To this end, a new model is introduced that yields a parameterized ...
Extending Graphics Hardware For Occlusion Queries In OpenGL
(The Eurographics Association, 1998)
For interactive rendering of large polygonal objects, fast visibility queries are necessary to quickly decide whether polygonal objects are visible and need to be rendered. None of the numerous published algorithms provide ...
Design of a Fast Voxel Processor for Parallel Volume Visualization
(The Eurographics Association, 1995)
The basics of a parallel real-time volume visualization architecture are introduced. Volume data is divided into subcubes that are dis tributed among multiple image processors and stored in their pri vate voxel memories. ...
Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
(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 ...
Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs
(ACM, 2017)
We present a GPU-based ray traversal algorithm that operates on compressed wide BVHs and maintains the traversal stack in a compressed format. Our method reduces the amount of memory traffic significantly, which translates ...
Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip
(The Eurographics Association, 2004)
Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of existing software implementations is still ...
Watertight Tessellation using Forward Differencing
(The Eurographics Association, 2001)
In this paper we describe an algorithm and hardware for the tessellation of polynomial surfaces. While conventional forward difference-based tessellation is subject to round off error and cracking, our algorithm produces ...
Hardware-based Simulation and Collision Detection for Large Particle Systems
(The Eurographics Association, 2004)
Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly ...
Understanding the Efficiency of GPU Algorithms for Matrix-Matrix Multiplication
(The Eurographics Association, 2004)
Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly parallel computations with little reuse of ...
Compiling to a VLIW Fragment Pipeline
(The Eurographics Association, 2001)
The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have ...