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Two-way Coupling of Rigid and Deformable Bodies
(The Eurographics Association, 2008)
We propose a framework for the full two-way coupling of rigid and deformable bodies, which is achieved with both a unified time integration scheme as well as individual two-way coupled algorithms at each point of that ...
VoxelCache: A Cache-Based Memory Architecture for Volume Graphics
(The Eurographics Association, 2003)
This paper presents a cache-based memory architecture for volume graphics. We describe the memory organization and cache logic to implement a voxel cache based on 43 voxel blocks. We show an efficient prefetching scheme ...
Density Contrast SPH Interfaces
(The Eurographics Association, 2008)
To simulate multiple fluids realistically many important interaction effects have to be captured accurately. Smoothed Particle Hydrodynamics (SPH) has shown to be a simple, yet flexible method to cope with many fluid ...
Quadtree Relief Mapping
(The Eurographics Association, 2006)
Relief mapping is an image based technique for rendering surface details. It simulates depth on a polygonal model using a texture that encodes surface height. The presented method incorporates a quadtree structure to achieve ...
A Fast, Energy-Efficient Z-Comparator
(The Eurographics Association, 2005)
We present a fast and energy-efficient z-comparator that takes advantage of the fact that the result of most depth comparisons can be determined by examining just a few bits. This feature is made possible by the use of ...
Minimum Triangle Separation for Correct Z-Buffer Occlusion
(The Eurographics Association, 2006)
We show that, and how, window coordinate precision (the representations of xwin and ywin), field of view, and error accumulated by single-precision mapping arithmetic contribute to, and sometimes dominate, effective zbuffer ...
Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems
(The Eurographics Association, 2009)
This work supposes a first attempt to characterize the 3D game workload running on commodity multi-GPU systems. Depending on the rendering workload balance mode used, the intra and interframe dependencies due to render-to-texture ...
Parallel View-Dependent Tessellation of Catmull-Clark Subdivision Surfaces
(The Eurographics Association, 2009)
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivision surfaces entirely on programmable graphics hardware. Our scheme extends the concept of breadth-first subdivision, ...
Efficient Stream Compaction on Wide SIMD Many-Core Architectures
(The Eurographics Association, 2009)
Stream compaction is a common parallel primitive used to remove unwanted elements in sparse data. This allows highly parallel algorithms to maintain performance over several processing steps and reduces overall memory ...
An Improved Shading Cache for Modern GPUs
(The Eurographics Association, 2008)
Several recently proposed techniques based on the principle of data reprojection allow reusing shading information generated in one frame to accelerate the calculation of the shading in the following frame. This strategy ...