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Now showing items 11-14 of 14
Pseudorandom Number Generation on the GPU
(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 ...
GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering
(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, ...
Quadtree Relief Mapping
(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 ...
Minimum Triangle Separation for Correct Z-Buffer Occlusion
(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 ...