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Vertex-based Anisotropic Texturing
(The Eurographics Association, 2001)
MIP mapping is a common method used by graphics hardware to avoid texture aliasing. In many situations, MIP mapping over-blurs in one direction to prevent aliasing in another. Anisotropic texturing reduces this blurring ...
High-Quality Pre-lntegrated Volume Rendering
(The Eurographics Association, 2001)
We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides ...
Fast Volumetric Deformation On General Purpose Hardware
(The Eurographics Association, 2001)
High performance deformation of volumetric objects is a common problem in computer graphics that has not yet been handled sufficiently. As a supplement to 3D texture based volume rendering, a novel approach is presented, ...
Perlin Noise Pixel Shaders
(The Eurographics Association, 2001)
While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ...
Hardware Support for Non-photorealistic Rendering
(The Eurographics Association, 2001)
Special features such as ridges, valleys and silhouettes, of a polygonal scene are usually displayed by explicitly identifying and then rendering 'edges' for the corresponding geometry. The candidate edges are identified ...
Quasi-Linear Depth Buffers With Variable Resolution
(The Eurographics Association, 2001)
In this paper we present new class of variable-resolution depth buffers, providing a flexible trade-off between depth precision in the distant areas of the view volume and performance. These depth buffers can be implemented ...
Watertight Tessellation using Forward Differencing
(The Eurographics Association, 2001)
In this paper we describe an algorithm and hardware for the tessellation of polynomial surfaces. While conventional forward difference-based tessellation is subject to round off error and cracking, our algorithm produces ...
R-Buffer: A Pointerless A-Buffer Hardware Architecture
(The Eurographics Association, 2001)
We present a graphics hardware architecture that implements Carpenter's A-buffer. The A-buffer is a software renderer that uses pointer based linked lists. Our pointerless approach computes order independent transparency ...
Hardware Support for Adaptive Subdivision Surface Rendering
(The Eurographics Association, 2001)
Adaptive subdivision of triangular meshes is highly desirable for surface generation algorithms including adaptive displacement mapping in which a highly detailed model can be constructed from a coarse triangle mesh and a ...
Compiling to a VLIW Fragment Pipeline
(The Eurographics Association, 2001)
The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have ...