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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 ...
Single-Pass Full-Screen Hardware Accelerated Antialiasing
(The Eurographics Association, 2000)
This paper describes a modified A-buffer algorithm and its hardware architecture for single-pass full-screen antialiasing. For storage and management of fragments, a dynamic memory management scheme, which can be efficiently ...
Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time
(The Eurographics Association, 2016)
The fastest acceleration schemes for ray tracing rely on traversing a bounding volume hierarchy (BVH) for efficient culling and use backtracking, which in the worst case may expose cost proportional to the depth of the ...
Out-of-Core Construction of Sparse Voxel Octrees
(ACM, 2013)
Voxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few or no scenes are available in ...
Automatic Shader Level of Detail
(The Eurographics Association, 2003)
Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders written for film ...
High-Quality Pre-lntegrated Volume Rendering
(The Eurographics Association, 2001)
We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides ...
Towards Hardware Implementation Of Loop Subdivision
(The Eurographics Association, 2000)
We present a novel algorithm to evaluate and render Loop subdivision surfaces. The algorithm exploits the fact that Loop subdivision surfaces are piecewise polynomial and uses the forward difference technique for efficiently ...
Towards Interactive Bump Mapping with Anisotropic Shift-Variant BRDFs
(The Eurographics Association, 2000)
In this paper a technique is presented that combines interactive hardware accelerated bump mapping with shift-variant anisotropic reflectance models. An evolutionary path is shown how some simpler reflectance models can ...
Perlin Noise Pixel Shaders
(The Eurographics Association, 2001)
While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ...
The FFT on a GPU
(The Eurographics Association, 2003)
The Fourier transform is a well known and widely used tool in many scientific and engineering fields. The Fourier transform is essential for many image processing techniques, including filtering, manip- ulation, correction, ...