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Single-Pass Full-Screen Hardware Accelerated Antialiasing
(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 ...
Towards Hardware Implementation Of Loop Subdivision
(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 ...
Towards Interactive Bump Mapping with Anisotropic Shift-Variant BRDFs
(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 ...
Polygon Rendering on a Stream Architecture
(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 ...
Prefiltered Antialiased Lines Using Half-Plane Distance Functions
(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 ...
GI-Cube: An Architecture for Volumetric Global Illumination and Rendering
(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 ...
Tiled Polygon Traversal Using Half-Plane Edge Functions
(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 ...
Adaptive View Dependent Tessellation of Displacement Maps
(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 ...
Hardware-Accelerated Free-Form Deformation
(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 ...