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Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation
(The Eurographics Association, 1999)
Procedural solid texturing was introduced fourteen years ago, but has yet to find its way into consumer level graphics hardware for teal-time operation. To this end, a new model is introduced that yields a parameterized ...
An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
(The Eurographics Association, 2003)
In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical ...
Vertex-based Anisotropic Texturing
(The Eurographics Association, 2001)
MIP mapping is a common method used by graphics hardware to avoid texture aliasing. In many situations, MIP mapping over-blurs in one direction to prevent aliasing in another. Anisotropic texturing reduces this blurring ...
Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
(The Eurographics Association, 2002)
To create realistic images using computer graphics, an important element to consider is atmospheric scattering, that is, the phenomenon by which light is scattered by small particles in the air. This effect is the cause ...
Screen-Space Far-Field Ambient Obscurance
(ACM, 2013)
Ambient obscurance (AO) is an effective approximation of global illumination, and its screen-space (SSAO) versions that operate on depth buffers only are widely used in real-time applications. We present an SSAO method ...
Infinite Resolution Textures
(The Eurographics Association, 2016)
We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a ...
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 ...
Compiling to a VLIW Fragment Pipeline
(The Eurographics Association, 2001)
The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have ...
SPAF: Sub-texel Precision Anisotropic Filtering
(The Eurographics Association, 2001)
Texture mapping is a technique which most effectively improves the realism of computer-generated scenes in 3D Graphics. Trilinear filtering of the mip-mapped textue has been popular as a texture filtering method but it ...
Low Latency Photon Mapping Using Block Hashing
(The Eurographics Association, 2002)
For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest ...