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VIZARD - Visualization Accelerator for Realtime Display
(The Eurographics Association, 1997)
Volume rendering has traditionally been an application for supercomputers, workstation networks or expensive special-purpose hardware. In contrast, this report shows how far we have reached using the other extreme: the ...
Design Of A High Performance Volume Visualization System
(The Eurographics Association, 1997)
Visualizing three dimensional discrete datasets has been a topic of many research projects and papers in the past decade. We discuss the issues that come up when designing a whole computer system capable of visualizing ...
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 ...
Hybrid Volume and Polygon Rendering with Cube Hardware
(The Eurographics Association, 1999)
We present two methods which connect today s polygon graphics hardware accelerators to Cube-5 volume rendering hardware, the successor to Cube4 The proposed methods allow mixing of both opaque and translucent polygons with ...
Towards Real-Time Photorealistic Rendering: Challenges and Solutions
(The Eurographics Association, 1997)
A growing number of real-time applications need graphics with photorealistic quality, especially in the field of training (virtual operation, driving and flightsimulation), but also in the areas of design or ergonomic ...
A Low-Cost Memory Architecture For PCI-Based Interactive Ray Casting
(The Eurographics Association, 1999)
In this paper we present a low-cost memory architecture running at 100 MHz which is suited for any PCI-based volume rendering accelerator using the ray-casting approach. Current SDRAM technology, parallel access to all ...
Texture Shaders
(The Eurographics Association, 1999)
Extensions to the texture-mapping support of the abstract graphics hardware pipeline and the OpenGL API are proposed to better support programmable shading, with a unified interface, on a variety of future graphics accelerator ...
IMEM: An Intelligent Memory for Bump- and Reflection-Mapping
(The Eurographics Association, 1998)
Data path simplification in the context of reflection- and bumpmapping hardware opens new solutions in the design of rendering and shading circuits. We are proposing a novel approach to rendering bump- and reflection-mapped ...