EGGH03: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2003

Eurographics DL Repository

EGGH03: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2003

 

Recent Submissions

  • Moreland, Kenneth; Angel, Edward (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, ...
  • Goodnight, Nolan; Woolley, Cliff; Lewin, Gregory; Luebke, David; Humphreys, Greg (The Eurographics Association, 2003)
    We present a case study in the application of graphics hardware to general-purpose numeric computing. Specifi- cally, we describe a system, built on programmable graphics hardware, able to solve a variety of partial ...
  • Harris, Mark J.; III, William V. Baxter; Scheuermann, Thorsten; Lastra, Anselmo (The Eurographics Association, 2003)
    This paper presents a physically-based, visually-realistic interactive cloud simulation. Clouds in our system are modeled using partial differential equations describing fluid motion, thermodynamic processes, buoyant forces, ...
  • Fenney, Simon (The Eurographics Association, 2003)
    This paper presents a new, lossy texture compression technique that is suited to implementation on low-cost, low-bandwidth devices as well as more powerful rendering systems. It uses a representation that is based on the ...
  • Lee, S. G.; Park, W. C.; Lee, W. J.; Han, T. D.; Yang, S. B. (The Eurographics Association, 2003)
    In this paper, we propose an effective bump mapping algorithm that utilizes the reference space with the polar coordinate system and also propose a new hardware architecture associated with the proposed bump mapping ...
  • Kanus, U.; Wetekam, G.; Hirche, J. (The Eurographics Association, 2003)
    This paper presents a cache-based memory architecture for volume graphics. We describe the memory organization and cache logic to implement a voxel cache based on 43 voxel blocks. We show an efficient prefetching scheme ...
  • Carr, Nathan A.; Hall, Jesse D.; Hart, John C. (The Eurographics Association, 2003)
    We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models ...
  • Purcell, Timothy J.; Donner, Craig; Cammarano, Mike; Jensen, Henrik Wann; Hanrahan, Pat (The Eurographics Association, 2003)
    We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon ...
  • Kameyama, Masatoshi; Kato, Yoshiyuki; Fujimoto, Hitoshi; Negishi, Hiroyasu; Kodama, Yukio; Inoue, Yoshitsugu; Kawai, Hiroyuki (The Eurographics Association, 2003)
    In this paper we describe the architecture of the 3D graphics LSI core for mobile phone "Z3D". The major 3D graphics applications on mobile phones are character animation and games. While a character animation or a game ...
  • Shiue, Le-Jeng; Goel, Vineet; Peters, Jorg (The Eurographics Association, 2003)
    We show how a future graphics processor unit (GPU), enhanced with random read and write to video memory, can represent, refine and adjust complex meshes arising in modeling, simulation and animation. To leverage SIMD ...
  • Govindaraju, Naga K.; Redon, Stephane; Lin, Ming C.; Manocha, Dinesh (The Eurographics Association, 2003)
    We present a novel approach for fast collision detection between multiple deformable and breakable objects in a large environment using graphics hardware. Our algorithm takes into account low bandwidth to and from the ...
  • Assarsson, Ulf; Dougherty, Michael; Mounier, Michael; Akenine-Möller, Tomas (The Eurographics Association, 2003)
    In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical ...
  • Olano, Marc; Kuehne, Bob; Simmons, Maryann (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 ...