Now showing items 1-13 of 13

    • Split-Plane Shadow Volumes 

      Laine, Samuli (The Eurographics Association, 2005)
      We present a novel method for rendering shadow volumes. The core idea of the method is to locally choose between Z-pass and Z-fail algorithms on a per-tile basis. The choice is made by comparing the contents of the ...
    • A Reconfigurable Architecture for Load-Balanced Rendering 

      Chen, Jiawen; Gordon, Michael I.; Thies, William; Zwicker, Matthias; Pulli, Kari; Durand, Frédo (The Eurographics Association, 2005)
      Commodity graphics hardware has become increasingly programmable over the last few years but has been limited to fixed resource allocation. These architectures handle some workloads well, others poorly; load-balancing to ...
    • Generic Mesh Refinement on GPU 

      Boubekeur, Tamy; Schlick, Christophe (The Eurographics Association, 2005)
      Many recent publications have shown that a large variety of computation involved in computer graphics can be moved from the CPU to the GPU, by a clever use of vertex or fragment shaders. Nonetheless there is still one kind ...
    • iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones 

      Ström, Jacob; Akenine-Möller, Tomas (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 ...
    • Hexagonal Storage Scheme for Interleaved Frame Buffers and Textures 

      Bando, Yosuke; Saito, Takahiro; Fujita, Masahiro (The Eurographics Association, 2005)
      This paper presents a storage scheme which statically assigns pixel/texel coordinates to multiple memory banks in order to minimize frame buffer and texture memory access load imbalance. In this scheme, the pixels stored ...
    • Fully Procedural Graphics 

      Whitted, T.; Kajiya, J. (The Eurographics Association, 2005)
      The growing application of user-defined programs within graphics processing units (GPUs) has transformed the fixed-function display pipeline into a largely programmable pipeline. In this paper we propose that the elements ...
    • KD-Tree Acceleration Structures for a GPU Raytracer 

      Foley, Tim; Sugerman, Jeremy (The Eurographics Association, 2005)
      Modern graphics hardware architectures excel at compute-intensive tasks such as ray-triangle intersection, making them attractive target platforms for raytracing. To date, most GPU-based raytracers have relied upon uniform ...
    • A Hardware Architecture for Multi-Resolution Volume Rendering 

      G.Wetekam,; Staneker, D.; Kanus, U.; M.Wand, (The Eurographics Association, 2005)
      In this paper we propose a hardware accelerated ray-casting architecture for multi-resolution volumetric datasets. The architecture is targeted at rendering very large datasets with limited voxel memory resources for both ...
    • Modified Noise for Evaluation on Graphics Hardware 

      Olano, Marc (The Eurographics Association, 2005)
      Perlin noise is one of the primary tools responsible for the success of procedural shading in production rendering. It breaks the crisp computer generated look by adding apparent randomness that is controllable and repeatable. ...
    • GPU-Accelerated High-Quality Hidden Surface Removal 

      Wexler, Daniel; Gritz, Larry; Enderton, Eric; Rice, Jonathan (The Eurographics Association, 2005)
      High-quality off-line rendering requires many features not natively supported by current commodity graphics hardware: wide smooth filters, high sampling rates, order-independent transparency, spectral opacity, motion blur, ...
    • Hardware-Compatible Vertex Compression Using Quantization and Simplification 

      Purnomo, Budirijanto; Bilodeau, Jonathan; Cohen, Jonathan D.; Kumar, Subodh (The Eurographics Association, 2005)
      We present a vertex compression technique suitable for efficient decompression on graphics hardware. Given a user-specified number of bits per vertex, we automatically allocate bits to vertex attributes for quantization ...
    • Optimal Automatic Multi-pass Shader Partitioning by Dynamic Programming 

      Heirich, Alan (The Eurographics Association, 2005)
      Complex shaders must be partitioned into multiple passes to execute on GPUs with limited hardware resources. Automatic partitioning gives rise to an NP-hard scheduling problem that can be solved by any number of established ...
    • A Fast, Energy-Efficient Z-Comparator 

      Hensley, Justin; Singh, Montek; Lastra, Anselmo (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 ...