Now showing items 3-15 of 15

    • Gouraud Bump Mapping 

      Ernst, I.; Rüsseler, H.; Schulz, H.; Wittig, 0. (The Eurographics Association, 1998)
      In this paper a new low cost bump mapping hardware is prcsented. The new hardware approach does not rely on per pixel lighting, but instead uses Gouraud interpolated triangles. The bump mapping effect is applied by blending ...
    • High-Quality Volume Rendering Using Texture Mapping Hardware 

      Dachille, Frank; Kreeger, Kevin; Chen, Baoquan; Bitter, Ingmar; Kaufman, Arie (The Eurographics Association, 1998)
      We present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically ...
    • IMEM: An Intelligent Memory for Bump- and Reflection-Mapping 

      Kugler, Anders (The Eurographics Association, 1998)
      Data path simplification in the context of reflection- and bumpmapping hardware opens new solutions in the design of rendering and shading circuits. We are proposing a novel approach to rendering bump- and reflection-mapped ...
    • An Improved Z-Buffer CSG Rendering Algorithm 

      Stewart, Nigel; Leach, Geoff; John, Sabu (The Eurographics Association, 1998)
      We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O(n2), ...
    • Neon: A Single-Chip 3D Workstation Graphics Accelerator 

      McCormack, Joel; McNamara, Robert; Gianos, Christopher; Seiler, Larry; Jouppi, Norman P.; Correll, Ken (The Eurographics Association, 1998)
      High-performance 3D graphics accelerators traditionally require multiple chips on multiple boards, including geometry, rasterizing, pixel processing, and texture mapping chips. These designs are often scalable: they can ...
    • PAVLOV: A Programmable Architecture for Volume Processing 

      Kreeger, Kevin; Kaufman, Arie (The Eurographics Association, 1998)
      We present a parallel 2D mesh connected architecture with SIMD processing elements. The design allows for real-time volume rendering as well as interactive 30 segmentation and 1D feature extraction. This is possible because ...
    • Performance Issues of a Distributed Frame Buffer on a Multicomputer 

      Wei, Bin; Clark, Douglas W.; Felten, Edward W.; Li, Kai (The Eurographics Association, 1998)
      A multiple-port, distributed frame buffer has been recently proposed to support parallel rendering on multicomputers. This paper describes an implementation of such a distributed frame buffer for the Intel Paragon routing ...
    • Prefetching in a Texture Cache Architecture 

      lgehy, Homan; Eldridge, Matthew; Proudfoot, Kekoa (The Eurographics Association, 1998)
      Texture mapping has become so ubiquitous in real-time graphics hardware that many systems are able to perform filtered texturing without any penalty in fill rate. The computation rates available in hardware have been ...
    • Quadratic Bezier Triangles As Drawing Primitives 

      Bruijns, J. (The Eurographics Association, 1998)
      We propose to use quadratic Bezier triangles as additional drawing primitives: quadratic Bezier triangles require much less model data for faithful representation of curved surfaces than planar triangles. Therefore, they ...
    • Simple Models of the Impact of Overlap in Bucket Rendering 

      Chen, Milton; Stall, Gordon; Igehy, Homan; Proudfoot, Kekoa; Hanrahan, Pat (The Eurographics Association, 1998)
      Bucket rendering is a technique in which the framebuffer is subdivided into coherent regions that are rendered independently. The primary benelits of this technique are the decrease in the size of the working set of ...
    • Texture Tile Visibility Determination For Dynamic Texture Loading 

      Goss, Michael E.; Yuasa, Kei (The Eurographics Association, 1998)
      Three-dimensional scenes have become an important form of content deliverable through the Internet. Standard formats such as Virtual Reality Modeling Language (VRML) make it possible to dynamically download complex scenes ...
    • Unsolved Problems and Opportunities for High-quality, High-performance 3D Graphics on a PC Platform 

      Kirk, David B. (The Eurographics Association, 1998)
      In the late 1990 s, graphics hardware is experiencing a dramatic board-to-chip integration reminiscent to the minicomputer-to-microprocessor revolution of the 1980 s. Today, mass-market PCs are beginning to match the 3D ...
    • View-independent Environment Maps 

      Heidrich, Wolfgang; Seidel, Hans-Peter (The Eurographics Association, 1998)
      Environment maps are widely used for approximating reflections in hardware-accelerated rendering applications. Unfortunately, the parameterizations for environment maps used in today s graphics hardware severely undersample ...