Now showing items 9-13 of 13

    • An Optimized Soft Shadow Volume Algorithm with Real-Time Performance 

      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 ...
    • Photon Mapping on Programmable Graphics Hardware 

      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 ...
    • Simulation of Cloud Dynamics on Graphics Hardware 

      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, ...
    • Texture Compression using Low-Frequency Signal Modulation 

      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 ...
    • VoxelCache: A Cache-Based Memory Architecture for Volume Graphics 

      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 ...