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Hardware Implementation of Micropolygon Rasterization with Motion and Defocus Blur
(The Eurographics Association, 2010)
Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. Additionally, they do not natively support triangle rasterization with jittered sampling, defocus, or motion blur. We perform ...
Simple Models of the Impact of Overlap in Bucket Rendering
(The Eurographics Association, 1998)
Bucket rendering is a technique in which the framebuffer is subdivided into coherent regions that are rendered independently. The primary benelits of this technique are the decrease in the size of the working set of ...
Efficient Partitioning of Fragment Shaders for Multiple-Output Hardware
(The Eurographics Association, 2004)
Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split (RDS) algorithm is a polynomial-time ...
Photon Mapping on Programmable Graphics Hardware
(The Eurographics Association, 2003)
We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon ...
Tracking Graphics State For Networked Rendering
(The Eurographics Association, 2000)
As networks get faster, it becomes more feasible to render large data sets remotely. For example, it is useful to run large scientific simulations on remote compute servers but visualize the results of those simulations ...
Depth Complexity in Object-Parallel Graphics Architectures
(The Eurographics Association, 1992)
We consider a multiprocessor graphics architecture object-parallel if graphics primitivesare assigned to processors without regard to screen location, and if each processorcompletely renders the primitives it is assigned. ...
Space-Time Hierarchical Occlusion Culling for Micropolygon Rendering with Motion Blur
(The Eurographics Association, 2010)
Occlusion culling using a traditional hierarchical depth buffer, or z-pyramid, is less effective when rendering with motion blur. We present a new data structure, the tz-pyramid, that extends the traditional z-pyramid to ...
Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware
(The Eurographics Association, 2002)
Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, ...
Data-Parallel Rasterization of Micropolygons with Defocus and Motion Blur
(The Eurographics Association, 2009)
Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. We design and analyze the costs of three alternative data-parallel algorithms for rasterizing micropolygon workloads for the ...