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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 ...
Prefiltered Antialiased Lines Using Half-Plane Distance Functions
(The Eurographics Association, 2000)
We describe a method to compute high-quality antialiased lines by adding a modest amount of hardware to a fragment generator based upon half-plane edge functions. (A fragment contains the information needed to paint one ...
A Quadrilateral Rendering Primitive
(The Eurographics Association, 2004)
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used ...
Automatic Shader Level of Detail
(The Eurographics Association, 2003)
Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders written for film ...
High-Quality Unstructured Volume Rendering on the PC Platform
(The Eurographics Association, 2002)
For the visualization of volume data the application of transfer functions is used widely. In this area the preintegration technique allows high quality visualizations and the application of arbitrary transfer functions. ...
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 ...
PixelView: A View-Independent Graphics Rendering Architecture
(The Eurographics Association, 2004)
We present a new computer graphics rendering architecture that allows all possible views to be extracted from a single traversal of a scene description. It supports a wide range of rendering primitives, including polygonal ...
GPU Algorithms for Radiosity and Subsurface Scattering
(The Eurographics Association, 2003)
We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models ...
Squeeze: Numerical-Precision-Optimized Volume Rendering
(The Eurographics Association, 2004)
This paper discusses how to squeeze volume rendering into as few bits per operation as possible while still retaining excellent image quality. For each of the typical volume rendering pipeline stages in texture map volume ...
Towards Hardware Implementation Of Loop Subdivision
(The Eurographics Association, 2000)
We present a novel algorithm to evaluate and render Loop subdivision surfaces. The algorithm exploits the fact that Loop subdivision surfaces are piecewise polynomial and uses the forward difference technique for efficiently ...