Now showing items 10-14 of 14

    • R-Buffer: A Pointerless A-Buffer Hardware Architecture 

      Wittenbrink, Craig M. (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 

      Kautz, Jan; Heidrich, Wolfgang; Seidel, Hans-Peter (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 

      Shin, Hyun-Chul; Lee, Jin-Aeon; Kim, Lee-Sup (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 

      Olano, Marc; Mukherjee, Shrijeet; Dorbie, Angus (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 

      Moreton, Henry (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 ...