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    Vertex-based Anisotropic Texturing 

    Olano, Marc; Mukherjee, Shrijeet; Dorbie, Angus (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 ...

    Perlin Noise Pixel Shaders 

    Hart, John C. (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 ...

    Quasi-Linear Depth Buffers With Variable Resolution 

    Lapidous, Eugene; Jiao, Guofang; Zhang, Jianbo; Wilson, Timothy (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 ...

    Compiling to a VLIW Fragment Pipeline 

    Mark, William R.; Proudfoot, Kekoa (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 ...

    SPAF: Sub-texel Precision Anisotropic Filtering 

    Shin, Hyun-Chul; Lee, Jin-Aeon; Kim, Lee-Sup (The Eurographics Association, 2001)
    Texture mapping is a technique which most effectively improves the realism of computer-generated scenes in 3D Graphics. Trilinear filtering of the mip-mapped textue has been popular as a texture filtering method but it ...

    Incremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterization 

    McCool, Michael D.; Wales, Cluis; Moule, Kevin (The Eurographics Association, 2001)
    A rasterization algorithm must efficiently generate pixel fragments from geometric descriptions of primitives. ln order to accomplish per-pixel shading, shading parameters must also be interpolated across the primitive in ...

    The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering 

    Mark, William R.; Proudfoot, Kekoa (The Eurographics Association, 2001)
    Multi-pass rendering is a common method of virtualizing graphics hardware to overcome limited resources. Most current multi-pass rendering techniques use the RGBA framebuffer to store intermediate results between each pass. ...

    Real-Time Bump Map Synthesis 

    Kautz, Jan; Heidrich, Wolfgang; Seidel, Hans-Peter (The Eurographics Association, 2001)
    In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to ...

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    AuthorMark, William R. (2)Proudfoot, Kekoa (2)Dorbie, Angus (1)Hart, John C. (1)Heidrich, Wolfgang (1)Jiao, Guofang (1)Kautz, Jan (1)Kim, Lee-Sup (1)Lapidous, Eugene (1)Lee, Jin-Aeon (1)... View MoreSubject
    Three Dimensional Graphics and Realism (8)
    Color (7)I.3.7 [Computer Graphics] (5)shading (5)Hardware Architecture (4)Graphics processors (3)L3.7 [Computer Graphics] (3)I.3.1 [Computer Graphics] (2)Picture/Image Generation (2)Shading (2)... View MoreDate Issued2001 (8)Has File(s)true (8)

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