Now showing items 7-14 of 14

    • GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering 

      Hadwiger, Markus; Kratz, Andrea; Sigg, Christian; Bühler, Katja (The Eurographics Association, 2006)
      Deep shadow maps unify the computation of volumetric and geometric shadows. For each pixel in the shadow map, a fractional visibility function is sampled, pre-filtered, and compressed as a piecewise linear function. However, ...
    • High Quality Normal Map Compression 

      Munkberg, Jacob; Akenine-Möller, Tomas; Ström, Jacob (The Eurographics Association, 2006)
      Normal mapping is a widely used technique in real-time graphics, but so far little research has focused on compressing normal maps. Therefore, we present several simple techniques that improve the quality of ATI s 3Dc ...
    • Minimum Triangle Separation for Correct Z-Buffer Occlusion 

      Akeley, Kurt; Su, Jonathan (The Eurographics Association, 2006)
      We show that, and how, window coordinate precision (the representations of xwin and ywin), field of view, and error accumulated by single-precision mapping arithmetic contribute to, and sometimes dominate, effective zbuffer ...
    • Non-interleaved Deferred Shading of Interleaved Sample Patterns 

      Segovia, Benjamin; Iehl, Jean Claude; Mitanchey, Richard; Péroche, Bernard (The Eurographics Association, 2006)
      This paper presents a novel and fast technique to combine interleaved sampling and deferred shading on a GPU. The core idea of this paper is quite simple. Interleaved sample patterns are computed in a non-interleaved ...
    • Pseudorandom Number Generation on the GPU 

      Sussman, Myles; Crutchfield, William; Papakipos, Matthew (The Eurographics Association, 2006)
      Statistical algorithms such as Monte Carlo integration are good candidates to run on graphics processing units. The heart of these algorithms is random number generation, which generally has been done on the CPU. In this ...
    • Quadtree Relief Mapping 

      Schroders, Marc F. A.; Gulik, Rob van (The Eurographics Association, 2006)
      Relief mapping is an image based technique for rendering surface details. It simulates depth on a polygonal model using a texture that encodes surface height. The presented method incorporates a quadtree structure to achieve ...
    • Realistic Soft Shadows by Penumbra-Wedges Blending 

      Forest, Vincent; Barthe, Loïc; Paulin, Mathias (The Eurographics Association, 2006)
      Recent real-time shadow generation techniques try to provide shadows with realistic penumbrae. However, most techniques are whether non-physically based or too simplified to produce convicing results. The penumbra-wedges ...
    • The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware 

      Sheaffer, Jeremy W.; Luebke, David P.; Skadron, Kevin (The Eurographics Association, 2006)
      With shrinking process technology, the primary cause of transient faults in semiconductors shifts away from highenergy cosmic particle strikes and toward more mundane and pervasive causes-power fluctuations, crosstalk, and ...