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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 ...
Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time
(The Eurographics Association, 2016)
The fastest acceleration schemes for ray tracing rely on traversing a bounding volume hierarchy (BVH) for efficient culling and use backtracking, which in the worst case may expose cost proportional to the depth of the ...
Infinite Resolution Textures
(The Eurographics Association, 2016)
We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a ...
High-Quality Pre-lntegrated Volume Rendering
(The Eurographics Association, 2001)
We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides ...
Perlin Noise Pixel Shaders
(The Eurographics Association, 2001)
While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ...
A Virtual Memory System Organization for Bit-Mapped Graphics Displays
(The Eurographics Association, 1989)
Described is a display sub-system, designed for support of a very high speed rendering engine. It provides high-performance graphics to an enVironment that consists of a hierarchy of resizable windows. The concept of virtual ...
Adaptive Texture Maps
(The Eurographics Association, 2002)
We introduce several new variants of hardware-based adaptive texture maps and present applications in two, three, and four dimensions. In particular, we discuss representations of images and volumes with locally adaptive ...
Memory Access Patterns of Occlusion-Compatible 3D Image Warping
(The Eurographics Association, 1997)
McMillan and Bishop s 3D image warp can be efficiently implemented by exploiting the coherency of its memory accesses. We analyze this coherency, and present algorithms that take advantage of it. These algorithms traverse ...
Codesign Of Graphics Hardware Accelerators
(The Eurographics Association, 1997)
The design of a hardware architecture for a computer graphics pipeline requires a thorough understanding of the algorithms involved at each stage, and the implications these algorithms have on the organisation of the ...
Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency
(The Eurographics Association, 1999)
In this paper we present an algorithm for low-cost hardware antialiasing and transparency. This technique keeps a central Z value along with compact floating-point Z gradients in the X and Y dimensions for each fragment ...