EGGH05: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2005ISBN 1-59593-086-8https://diglib.eg.org:443/handle/10.2312/3302024-03-28T08:32:36Z2024-03-28T08:32:36ZGeneric Mesh Refinement on GPUBoubekeur, TamySchlick, Christophehttps://diglib.eg.org:443/handle/10.2312/EGGH.EGGH05.099-1042022-03-28T07:53:42Z2005-01-01T00:00:00ZGeneric Mesh Refinement on GPU
Boubekeur, Tamy; Schlick, Christophe
Michael Meissner and Bengt-Olaf Schneider
Many recent publications have shown that a large variety of computation involved in computer graphics can be moved from the CPU to the GPU, by a clever use of vertex or fragment shaders. Nonetheless there is still one kind of algorithms that is hard to translate from CPU to GPU: mesh refinement techniques. The main reason for this, is that vertex shaders available on current graphics hardware do not allow the generation of additional vertices on a mesh stored in graphics hardware. In this paper, we propose a general solution to generate mesh refinement on GPU. The main idea is to define a generic refinement pattern that will be used to virtually create additional inner vertices for a given polygon. These vertices are then translated according to some procedural displacement map defining the underlying geometry (similarly, the normal vectors may be transformed according to some procedural normal map). For illustration purpose, we use a tesselated triangular pattern, but many other refinement patterns may be employed. To show its flexibility, the technique has been applied on a large variety of refinement techniques: procedural displacement mapping, as well as more complex techniques such as curved PN-triangles or ST-meshes.
2005-01-01T00:00:00ZModified Noise for Evaluation on Graphics HardwareOlano, Marchttps://diglib.eg.org:443/handle/10.2312/EGGH.EGGH05.105-1102022-03-28T07:53:43Z2005-01-01T00:00:00ZModified Noise for Evaluation on Graphics Hardware
Olano, Marc
Michael Meissner and Bengt-Olaf Schneider
Perlin noise is one of the primary tools responsible for the success of procedural shading in production rendering. It breaks the crisp computer generated look by adding apparent randomness that is controllable and repeatable. Both Perlin s original noise algorithm and his later improved noise were designed to run efficiently on a CPU. These algorithms do not map as well to the design and resource limits of the typical GPU. We propose two modifications to Perlin s improved noise that make it much more suitable for GPU implementation, allowing faster direct computation. The modified noise can be totally evaluated on the GPU without resorting to texture accesses or "baked" into a texture with consistent appearance between textured and computed noise. However, it is most useful for 3D and 4D noise, which cannot easily be stored in reasonably-sized textures. We present one implementation of our modified noise using computation or direct texturing for 1D and 2D noise, and a procedural combination of 2D textures for the 3D noise.
2005-01-01T00:00:00ZA Reconfigurable Architecture for Load-Balanced RenderingChen, JiawenGordon, Michael I.Thies, WilliamZwicker, MatthiasPulli, KariDurand, Frédohttps://diglib.eg.org:443/handle/10.2312/EGGH.EGGH05.071-0802022-03-28T07:53:43Z2005-01-01T00:00:00ZA Reconfigurable Architecture for Load-Balanced Rendering
Chen, Jiawen; Gordon, Michael I.; Thies, William; Zwicker, Matthias; Pulli, Kari; Durand, Frédo
Michael Meissner and Bengt-Olaf Schneider
Commodity graphics hardware has become increasingly programmable over the last few years but has been limited to fixed resource allocation. These architectures handle some workloads well, others poorly; load-balancing to maximize graphics hardware performance has become a critical issue. In this paper, we explore one solution to this problem using compile-time resource allocation. For our experiments, we implement a graphics pipeline on Raw, a tile-based multicore processor. We express both the full graphics pipeline and the shaders using StreamIt, a high-level language based on the stream programming model. The programmer specifies the number of tiles per pipeline stage, and the StreamIt compiler maps the computation to the Raw architecture. We evaluate our reconfigurable architecture using a mix of common rendering tasks with different workloads and improve throughput by 55-157% over a static allocation. Although our early prototype cannot compete in performance against commercial state-of-the-art graphics processors, we believe that this paper describes an important first step in addressing the load-balancing challenge.
2005-01-01T00:00:00ZiPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile PhonesStröm, JacobAkenine-Möller, Tomashttps://diglib.eg.org:443/handle/10.2312/EGGH.EGGH05.063-0702022-03-28T07:53:45Z2005-01-01T00:00:00ZiPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones
Ström, Jacob; Akenine-Möller, Tomas
Michael Meissner and Bengt-Olaf Schneider
We present a novel texture compression scheme, called iPACKMAN, targeted for hardware implementation. In terms of image quality, it outperforms the previous de facto standard texture compression algorithms in the majority of all cases that we have tested. Our new algorithm is an extension of the PACKMAN texture compression system, and while it is a bit more complex than PACKMAN, it is still very low in terms of hardware complexity.
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