Now showing items 2-14 of 14

    • The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering 

      Mark, William R.; Proudfoot, Kekoa (The Eurographics Association, 2001)
      Multi-pass rendering is a common method of virtualizing graphics hardware to overcome limited resources. Most current multi-pass rendering techniques use the RGBA framebuffer to store intermediate results between each pass. ...
    • Fast Volumetric Deformation On General Purpose Hardware 

      Rezk-Salama, C.; Scheuering, M.; Soza, G.; Greiner, G. (The Eurographics Association, 2001)
      High performance deformation of volumetric objects is a common problem in computer graphics that has not yet been handled sufficiently. As a supplement to 3D texture based volume rendering, a novel approach is presented, ...
    • Hardware Support for Adaptive Subdivision Surface Rendering 

      Boo, M.; Amor, M.; Doggett, M.; Hirche, J.; Strasser, W. (The Eurographics Association, 2001)
      Adaptive subdivision of triangular meshes is highly desirable for surface generation algorithms including adaptive displacement mapping in which a highly detailed model can be constructed from a coarse triangle mesh and a ...
    • Hardware Support for Non-photorealistic Rendering 

      Raskar, Ramesh (The Eurographics Association, 2001)
      Special features such as ridges, valleys and silhouettes, of a polygonal scene are usually displayed by explicitly identifying and then rendering 'edges' for the corresponding geometry. The candidate edges are identified ...
    • High-Quality Pre-lntegrated Volume Rendering 

      Engel, Klaus; Kraus, Martin; Ertl, Thomas (The Eurographics Association, 2001)
      We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides ...
    • Incremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterization 

      McCool, Michael D.; Wales, Cluis; Moule, Kevin (The Eurographics Association, 2001)
      A rasterization algorithm must efficiently generate pixel fragments from geometric descriptions of primitives. ln order to accomplish per-pixel shading, shading parameters must also be interpolated across the primitive in ...
    • Perlin Noise Pixel Shaders 

      Hart, John C. (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 

      Lapidous, Eugene; Jiao, Guofang; Zhang, Jianbo; Wilson, Timothy (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 

      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 ...