EGGH00: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2000

Eurographics DL Repository

EGGH00: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2000

 

Recent Submissions

  • Dachille, Frank; Kaufman, Arie (The Eurographics Association, 2000)
    The power and utility of volume rendering is increased by global illumination. We present a hardware architecture, GI-Cube, designed to accelerate volume rendering, empower volumetric global illumination, and enable a host ...
  • Ray, Harvey; Silver, Deborah (The Eurographics Association, 2000)
    In this paper, we present the RACE II Engine, which uses a hybrid volume rendering methodology that combines algorithmic and hardware acceleration to maximize ray casting performance relative the total amount of volume ...
  • Buck, Ian; Humphreys, Greg; Hanrahan, Pat (The Eurographics Association, 2000)
    As networks get faster, it becomes more feasible to render large data sets remotely. For example, it is useful to run large scientific simulations on remote compute servers but visualize the results of those simulations ...
  • Samanta, Rudrajit; Funkhouser, Thomas; Li, Kai; Singh, Jaswinder Pal (The Eurographics Association, 2000)
    We investigate a new hybrid of sort-first and sort-last approach for parallel polygon rendering, using as a target platform a cluster of PCs. Unlike previous methods that statically partition the 3D model and/or the 2D ...
  • Rezk-Salama, C.; Engel, K.; Bauer, M.; Greiner, G.; Ertl, T. (The Eurographics Association, 2000)
    Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image ...
  • Doggett, Michael; Hirche, Johannes (The Eurographics Association, 2000)
    Displacement Mapping is an effective technique for encoding the high levels of detail found in today s triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps ...
  • Lee, Jin-Aeon; Kim, Lee-Sup (The Eurographics Association, 2000)
    This paper describes a modified A-buffer algorithm and its hardware architecture for single-pass full-screen antialiasing. For storage and management of fragments, a dynamic memory management scheme, which can be efficiently ...
  • McNamara, Robert; McCormack, Joel; Jouppi, Norman P. (The Eurographics Association, 2000)
    We describe a method to compute high-quality antialiased lines by adding a modest amount of hardware to a fragment generator based upon half-plane edge functions. (A fragment contains the information needed to paint one ...
  • Bischoff, Stephan; Kobbelt, Leif P.; Seidel, Hans-Peter (The Eurographics Association, 2000)
    We present a novel algorithm to evaluate and render Loop subdivision surfaces. The algorithm exploits the fact that Loop subdivision surfaces are piecewise polynomial and uses the forward difference technique for efficiently ...
  • Kautz, Jan; Seidel, Hans-Peter (The Eurographics Association, 2000)
    In this paper a technique is presented that combines interactive hardware accelerated bump mapping with shift-variant anisotropic reflectance models. An evolutionary path is shown how some simpler reflectance models can ...
  • Chua, Clint; Neumann, Ulrich (The Eurographics Association, 2000)
    Hardware-acceleration for geometric deformation is developed in the framework of an extension to the OpenGL specification. The method requires an addition to the front-end of the OpenGL rendering pipeline and an appropriate ...
  • Owens, John D.; Dally, William J.; Kapasi, Ujval J.; Rixner, Scott; Mattson, Peter; Mowery, Ben (The Eurographics Association, 2000)
    The use of a programmable stream architecture in polygon rendering provides a powerful mechanism to address the high performance needs of today s complex scenes as well as the need for flexibility and programmability in ...
  • McCormack, Joel; McNamara, Robert (The Eurographics Association, 2000)
    Existing techniques for traversing a polygon generate fragments one (or more) rows or columns at a time. (A fragment is all the information needed to paint one pixel of the polygon.) This order is non-optimal for many ...
  • Barenbrug, B.; Peters, F.J.; Overveld, C.W.A.M. van (The Eurographics Association, 2000)
    Well known implementations for perspective correct rendering of planar polygons require a division per rendered pixel. Such a division is better to be avoided as it is an expensive operation in terms of silicon gates and ...