Now showing items 1-7 of 7

    • Compiling to a VLIW Fragment Pipeline 

      Mark, William R.; Proudfoot, Kekoa (The Eurographics Association, 2001)
      The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have ...
    • 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. ...
    • 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 ...
    • 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 ...