Now showing items 10905-10924 of 14398

    • rs10 

      WSBoardChair (2010)
    • rs11 

      WSBoardChair (2011)
    • rs95 

      WSBoardChair (1995)
    • rs96 

      WSBoardChair (1996)
    • rs97 

      WSBoardChair (1997)
    • rs98 

      WSBoardChair (1998)
    • rs99 

      WSBoardChair (1999)
    • rt07 

      WSBoardChair (2007)
    • RTSAH Traversal Order for Occlusion Rays 

      Ize, Thiago; Hansen, Charles (The Eurographics Association and Blackwell Publishing Ltd., 2011)
      We accelerate the finding of occluders in tree based acceleration structures, such as a packetized BVH and a single ray kd-tree, by deriving the ray termination surface area heuristic (RTSAH) cost model for traversing an ...
    • RTSG: Ray Tracing for X3D via a Flexible Rendering Framework 

      Rubinstein, Dmitri; Georgiev, Iliyan; Schug, Benjamin; Slusallek, Philipp (The Eurographics Association, 2009)
      VRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most ...
    • RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location 

      Wald, Ingo; Usher, Will; Morrical, Nathan; Lediaev, Laura; Pascucci, Valerio (The Eurographics Association, 2019)
      We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral ...
    • Rule-Based Mesh Growing and Generalized Subdivision Meshes 

      Maierhofer, Stefan (Maierhofer, Jan 2002)
      In dieser Arbeit pr¨asentieren wir eine verallgemeinerte Methode zur prozeduralen Erzeugung und Manipulation von Meshes, die im wesentlichen auf zwei verschiedenen Mechanismen beruht: generalized subdivision meshes und ...
    • Rule-based Visual Mappings - with a Case Study on Poetry Visualization 

      Abdul-Rahman, Alfie; Lein, Julie; Coles, Katharine; Maguire, Eamonn; Meyer, Miriah; Wynne, Martin; Johnson, Chris R.; Trefethen, Anne; Chen, Min (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      In this paper, we present a user-centered design study on poetry visualization. We develop a rule-based solution to address the conflicting needs for maintaining the flexibility of visualizing a large set of poetic variables ...
    • Rule-Enhanced Transfer Function Generation for Medical Volume Visualization 

      Cai, Li-Le; Nguyen, Binh P.; Chui, Chee-Kong; Ong, Sim-Heng (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      In volume visualization, transfer functions are used to classify the volumetric data and assign optical properties to the voxels. In general, transfer functions are generated in a transfer function space, which is the ...
    • A Run-Length Slice Line Drawing Algorithm without Division Operations 

      Fung, Khun Yee; Nicholl, Tina M.; Dewdney, A. K. (Blackwell Science Ltd and the Eurographics Association, 1992)
    • Running Large VR Applications on a PC Cluster: the FlowVR Experience 

      Allard, Jérémie; Ménier, Clément; Boyer, Edmond; Raffin, Bruno (The Eurographics Association, 2005)
      In this paper, we present how FlowVR enables the development of modular and high performance VR applications running on a PC cluster. FlowVR is a middleware we specifically developed targeting distributed interactive ...
    • Runtime Shader Simplification via Instant Search in Reduced Optimization Space 

      Yuan, Yazhen; Wang, Rui; Hu, Tianlei; Bao, Hujun (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Traditional automatic shader simplification simplifies shaders in an offline process, which is typically carried out in a contextoblivious manner or with the use of some example contexts, e.g., certain hardware platforms, ...
    • S-buffer: Sparsity-aware Multi-fragment Rendering 

      Vasilakis, Andreas A.; Fudos, Ioannis (The Eurographics Association, 2012)
      This work introduces S-buffer, an efficient and memory-friendly gpu-accelerated A-buffer architecture for multifragment rendering. Memory is organized into variable contiguous regions for each pixel, thus avoiding limitations ...
    • S3Dc: A 3Dc-based Volume Compression Algorithm 

      Yela, H.; Navazo, I.; Vazquez, P. (The Eurographics Association, 2008)
      Volumes acquired for medical purposes are continuously increasing in size, faster than graphic cards memory capacity. Large volumetric datasets do not fit into GPU memory and therefore direct rendering is not possible. ...
    • SaarCOR - A Hardware Architecture for Ray Tracing 

      Schmittler, Jörg; Wald, Ingo; Slusallek, Philipp (The Eurographics Association, 2002)
      The ray tracing algorithm is well-known for its ability to generate high-quality images and its flexibility to support advanced rendering and lighting effects. Interactive ray tracing has been shown to work well on clusters ...