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Now showing items 11-20 of 30
High-Quality Volume Rendering Using Texture Mapping Hardware
(The Eurographics Association, 1998)
We present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically ...
View-independent Environment Maps
(The Eurographics Association, 1998)
Environment maps are widely used for approximating reflections in hardware-accelerated rendering applications. Unfortunately, the parameterizations for environment maps used in today s graphics hardware severely undersample ...
Fast Footprint MlPmapping
(The Eurographics Association, 1999)
Mapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. In this paper, we describe a new method for efficient and fast texture filtering to prevent ...
Gouraud Bump Mapping
(The Eurographics Association, 1998)
In this paper a new low cost bump mapping hardware is prcsented. The new hardware approach does not rely on per pixel lighting, but instead uses Gouraud interpolated triangles. The bump mapping effect is applied by blending ...
Imperfect Voxelized Shadow Volumes
(ACM, 2013)
Voxelized shadow volumes [Wyman 2011] provide a discretized view-dependent representation of shadow volumes, but are limited to point or directional lights. We extend them to allow dynamic volumetric visibility from area ...
Multiresolution Rendering With Displacement Mapping
(The Eurographics Association, 1999)
In this paper, we present for the first time an approach for hardware accelerated displacement mapping. The displaced surface is generated from a 2D displacement map by remeshing a coarse triangle mesh according to the ...
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 ...
Incremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterization
(The Eurographics Association, 2001)
A rasterization algorithm must efficiently generate pixel fragments from geometric descriptions of primitives. ln order to accomplish per-pixel shading, shading parameters must also be interpolated across the primitive in ...
The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering
(The Eurographics Association, 2001)
Multi-pass rendering is a common method of virtualizing graphics hardware to overcome limited resources. Most current multi-pass rendering techniques use the RGBA framebuffer to store intermediate results between each pass. ...
Real-Time Bump Map Synthesis
(The Eurographics Association, 2001)
In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to ...