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PixelView: A View-Independent Graphics Rendering Architecture
(The Eurographics Association, 2004)
We present a new computer graphics rendering architecture that allows all possible views to be extracted from a single traversal of a scene description. It supports a wide range of rendering primitives, including polygonal ...
Squeeze: Numerical-Precision-Optimized Volume Rendering
(The Eurographics Association, 2004)
This paper discusses how to squeeze volume rendering into as few bits per operation as possible while still retaining excellent image quality. For each of the typical volume rendering pipeline stages in texture map volume ...
A Quadrilateral Rendering Primitive
(The Eurographics Association, 2004)
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used ...
Silhouette Maps for Improved Texture Magnification
(The Eurographics Association, 2004)
Texture mapping is a simple way of increasing visual realism without adding geometrical complexity. Because it is a discrete process, it is important to properly filter samples when the sampling rate of the texture differs ...