Search
Now showing items 11-14 of 14
Mio: Fast Multipass Partitioning via Priority-Based Instruction Scheduling
(The Eurographics Association, 2004)
Real-time graphics hardware continues to offer improved resources for programmable vertex and fragment shaders. However, shader programmers continue to write shaders that require more resources than are available in the ...
UberFlow: A GPU-Based Particle Engine
(The Eurographics Association, 2004)
We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics ...
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 ...