Now showing items 1-4 of 4

    • Architectural Implications of Hardware-Accelerated Bucket Rendering on the PC 

      Cox, Michael; Bhandari, Narendra (The Eurographics Association, 1997)
      Bucket rendering is a technique whereby a scene is sorted into screen-space tiles and each tile is rendered independently in turn. We expect hardware-accelerated bucket rendering to become available on the PC, and in this ...
    • Compiling to a VLIW Fragment Pipeline 

      Mark, William R.; Proudfoot, Kekoa (The Eurographics Association, 2001)
      The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have ...
    • Incremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterization 

      McCool, Michael D.; Wales, Cluis; Moule, Kevin (The Eurographics Association, 2001)
      A rasterization algorithm must efficiently generate pixel fragments from geometric descriptions of primitives. ln order to accomplish per-pixel shading, shading parameters must also be interpolated across the primitive in ...
    • Real-Time Bump Map Synthesis 

      Kautz, Jan; Heidrich, Wolfgang; Seidel, Hans-Peter (The Eurographics Association, 2001)
      In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to ...