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A Hierarchical Shadow Volume Algorithm
(The Eurographics Association, 2004)
The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as the performance is inversely proportional to ...
Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
(The Eurographics Association, 2002)
To create realistic images using computer graphics, an important element to consider is atmospheric scattering, that is, the phenomenon by which light is scattered by small particles in the air. This effect is the cause ...
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 ...
A Flexible Simulation Framework for Graphics Architectures
(The Eurographics Association, 2004)
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly configurable micro-architectural simulator of ...
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 ...
Comparing Reyes and OpenGL on a Stream Architecture
(The Eurographics Association, 2002)
The OpenGL and Reyes rendering pipelines each render complex scenes from similar scene descriptions but differ in their internal pipeline organizations. While the OpenGL organization has dominated hardware architectures ...
Tile-Based Texture Mapping on Graphics Hardware
(The Eurographics Association, 2004)
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics processors. In this paper, we present a ...
A Programmable Vertex Shader with Fixed-Point SIMD Datapath for Low Power Wireless Applications
(The Eurographics Association, 2004)
The real time 3D graphics becomes one of the attractive applications for 3G wireless terminals although their battery lifetime and memory bandwidth limit the system resources for graphics processing. Instead of using the ...
High-Quality Unstructured Volume Rendering on the PC Platform
(The Eurographics Association, 2002)
For the visualization of volume data the application of transfer functions is used widely. In this area the preintegration technique allows high quality visualizations and the application of arbitrary transfer functions. ...