Now showing items 11-14 of 14

    • 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 ...