Browsing EGGH01: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2001 by Title
Now showing items 8-14 of 14
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Perlin Noise Pixel Shaders
(The Eurographics Association, 2001)While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ... -
Quasi-Linear Depth Buffers With Variable Resolution
(The Eurographics Association, 2001)In this paper we present new class of variable-resolution depth buffers, providing a flexible trade-off between depth precision in the distant areas of the view volume and performance. These depth buffers can be implemented ... -
R-Buffer: A Pointerless A-Buffer Hardware Architecture
(The Eurographics Association, 2001)We present a graphics hardware architecture that implements Carpenter's A-buffer. The A-buffer is a software renderer that uses pointer based linked lists. Our pointerless approach computes order independent transparency ... -
Real-Time Bump Map Synthesis
(The Eurographics Association, 2001)In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to ... -
SPAF: Sub-texel Precision Anisotropic Filtering
(The Eurographics Association, 2001)Texture mapping is a technique which most effectively improves the realism of computer-generated scenes in 3D Graphics. Trilinear filtering of the mip-mapped textue has been popular as a texture filtering method but it ... -
Vertex-based Anisotropic Texturing
(The Eurographics Association, 2001)MIP mapping is a common method used by graphics hardware to avoid texture aliasing. In many situations, MIP mapping over-blurs in one direction to prevent aliasing in another. Anisotropic texturing reduces this blurring ... -
Watertight Tessellation using Forward Differencing
(The Eurographics Association, 2001)In this paper we describe an algorithm and hardware for the tessellation of polynomial surfaces. While conventional forward difference-based tessellation is subject to round off error and cracking, our algorithm produces ...