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A Hierarchical Shadow Volume Algorithm
(The Eurographics Association, 2004)
The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as the performance is inversely proportional to ...
A Flexible Simulation Framework for Graphics Architectures
(The Eurographics Association, 2004)
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly configurable micro-architectural simulator of ...
Tile-Based Texture Mapping on Graphics Hardware
(The Eurographics Association, 2004)
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics processors. In this paper, we present a ...
A Programmable Vertex Shader with Fixed-Point SIMD Datapath for Low Power Wireless Applications
(The Eurographics Association, 2004)
The real time 3D graphics becomes one of the attractive applications for 3G wireless terminals although their battery lifetime and memory bandwidth limit the system resources for graphics processing. Instead of using the ...
Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip
(The Eurographics Association, 2004)
Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of existing software implementations is still ...
PixelView: A View-Independent Graphics Rendering Architecture
(The Eurographics Association, 2004)
We present a new computer graphics rendering architecture that allows all possible views to be extracted from a single traversal of a scene description. It supports a wide range of rendering primitives, including polygonal ...
Hardware-based Simulation and Collision Detection for Large Particle Systems
(The Eurographics Association, 2004)
Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly ...
Efficient Partitioning of Fragment Shaders for Multiple-Output Hardware
(The Eurographics Association, 2004)
Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split (RDS) algorithm is a polynomial-time ...
Understanding the Efficiency of GPU Algorithms for Matrix-Matrix Multiplication
(The Eurographics Association, 2004)
Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly parallel computations with little reuse of ...
Squeeze: Numerical-Precision-Optimized Volume Rendering
(The Eurographics Association, 2004)
This paper discusses how to squeeze volume rendering into as few bits per operation as possible while still retaining excellent image quality. For each of the typical volume rendering pipeline stages in texture map volume ...