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Efficient Bounding of Displaced Bézier Patches
(The Eurographics Association, 2010)
In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm ...
Exact and Error-bounded Approximate Color Buffer Compression and Decompression
(The Eurographics Association, 2007)
In this paper, we first present a survey of existing color buffer compression algorithms. After that, we introduce a new scheme based on an exactly reversible color transform, simple prediction, and Golomb-Rice encoding. ...
Efficient Depth Buffer Compression
(The Eurographics Association, 2006)
Depth buffer performance is crucial to modern graphics hardware. This has led to a large number of algorithms for reducing the depth buffer bandwidth. Unfortunately, these have mostly remained documented only in the form ...
Design and Novel Uses of Higher-Dimensional Rasterization
(The Eurographics Association, 2012)
This paper assumes the availability of a very fast higher-dimensional rasterizer in future graphics processors. Working in up to five dimensions, i.e., adding time and lens parameters, it is well-known that this can be ...
Non-Uniform Fractional Tessellation
(The Eurographics Association, 2008)
We present a technique that modifies the tessellator in current graphics hardware so that the result is a more uniformly distributed tessellation in screen space. For increased flexibility, vertex tessellation weights are ...
Stochastic Rasterization using Time-Continuous Triangles
(The Eurographics Association, 2007)
We present a novel algorithm for stochastic rasterization which can rasterize triangles with attributes depending on a parameter, t, varying continuously from t
Masked Software Occlusion Culling
(The Eurographics Association, 2016)
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling ...
Coarse Pixel Shading
(The Eurographics Association, 2014)
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and ...
Theory and Analysis of Higher-Order Motion Blur Rasterization
(ACM, 2013)
A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...
Hierarchical Stochastic Motion Blur Rasterization
(ACM, 2011)
We present a hierarchical traversal algorithm for stochastic rasterization of motion blur, which efficiently reduces the number of inside tests needed to resolve spatio-temporal visibility. Our method is based on novel ...