Now showing items 1-12 of 12

    • Accelerating Real-Time Shading with Reverse Reprojection Caching 

      Nehab, Diego; Sander, Pedro V.; Lawrence, Jason; Tatarchuk, Natalya; Isidoro, John R. (The Eurographics Association, 2007)
      Evaluating pixel shaders consumes a growing share of the computational budget for real-time applications. However, the significant temporal coherence in visible surface regions, lighting conditions, and camera location ...
    • ETC2: Texture Compression using Invalid Combinations 

      Stroem, Jacob; Pettersson, Martin (The Eurographics Association, 2007)
      We present a novel texture compression system for improved image quality. Building on the iPACKMAN/ETC method, bit combinations that are invalid in that system are used to allow for three additional decompression modes ...
    • Exact and Error-bounded Approximate Color Buffer Compression and Decompression 

      Rasmusson, Jim; Hasselgren, Jon; Akenine-Moeller, Tomas (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. ...
    • A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors 

      Sheaffer, Jeremy W.; Luebke, David P.; Skadron, Kevin (The Eurographics Association, 2007)
      General purpose computation on graphics processors (GPGPU) has rapidly evolved since the introduction of commodity programmable graphics hardware. With the appearance of GPGPU computation-oriented APIs such as AMD s Close ...
    • A Hardware-Aware Debugger for the OpenGL Shading Language 

      Strengert, Magnus; Klein, Thomas; Ertl, Thomas (The Eurographics Association, 2007)
      The enormous flexibility of the modern GPU rendering pipeline as well as the availability of high-level shader languages have led to an increased demand for sophisticated programming tools. As the application domain for ...
    • A Low-Power Handheld GPU using Logarithmic Arithmetic and Triple DVFS Power Domains 

      Nam, Byeong-Gyu; Lee, Jeabin; Kim, Kwanho; Lee, Seung Jin; Yoo, Hoi-Jun (The Eurographics Association, 2007)
      In this paper, a low-power GPU architecture is described for the handheld systems with limited power and area budgets. The GPU is designed using logarithmic arithmetic for power- and area-efficient design. For this GPU, a ...
    • Practical logarithmic rasterization for low-error shadow maps 

      Lloyd, D. Brandon; Govindaraju, Naga K.; Molnar, Steven E.; Manocha, Dinesh (The Eurographics Association, 2007)
      Logarithmic shadow maps can deliver the same quality as competing shadow map algorithms with substantially less storage and bandwidth. We show how current GPU architectures can be modified incrementally to support rendering ...
    • Programmable Shaders for Deformation Rendering 

      Correa, Carlos D.; Silver, Deborah (The Eurographics Association, 2007)
      In this paper, we present a method for rendering deformations as part of the programmable shader pipeline of contemporary Graphical Processing Units. In our method, we allow general deformations including cuts. Previous ...
    • A Real-Time FPGA-Based Architecture for a Reinhard-like Tone Mapping Operator 

      Hassan, F.; Carletta, J. E. (The Eurographics Association, 2007)
      This paper presents a field-programmable gate array-based hardware architecture for a Reinhard-like tone mapping operator. Modifications to the original Reinhard operator were done to ensure that the operator is amenable ...
    • Scan Primitives for GPU Computing 

      Sengupta, Shubhabrata; Harris, Mark; Zhang, Yao; Owens, John D. (The Eurographics Association, 2007)
      The scan primitives are powerful, general-purpose data-parallel primitives that are building blocks for a broad range of applications. We describe GPU implementations of these primitives, specifically an efficient formulation ...
    • Stochastic Rasterization using Time-Continuous Triangles 

      Akenine-Möller, Tomas; Munkberg, Jacob; Hasselgren, Jon (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
    • Tight Frame Normal Map Compression 

      Munkberg, Jacob; Olsson, Ola; Stroem, Jacob; Akenine-Moeller, Tomas (The Eurographics Association, 2007)
      We present a new powerful and flexible fixed-rate normal map compression algorithm with higher quality than existing schemes on a test suite of normal maps. Our algorithm encodes a tight box with uniform normals inside the ...