Browsing EGGH01: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2001 by Subject "Color"
Now showing items 1-7 of 7
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Compiling to a VLIW Fragment Pipeline
(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
(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
(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
(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
(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 ...