Now showing items 9-12 of 12

    • Parallel Texture Caching 

      lgehy, Homan; Eldridge, Matthew; Hanrahan, Pat (The Eurographics Association, 1999)
      The creation of high-quality images requires new functionality and higher performance in real-time graphics architectures. In terms of functionality, texture mapping has become an integral component of graphics systems, ...
    • Texture Shaders 

      McCool, Michael D.; Heidrich, Wolfgang (The Eurographics Association, 1999)
      Extensions to the texture-mapping support of the abstract graphics hardware pipeline and the OpenGL API are proposed to better support programmable shading, with a unified interface, on a variety of future graphics accelerator ...
    • TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering 

      Knittel, Gunter (The Eurographics Association, 1999)
      We discuss hardware extensions to 3D-texturing units, which are very small but nevertheless remove some substantial performance limits typically found when using a 3D-texturing unit for volume rendering. The underlying ...
    • Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency 

      Jouppi, Norman P.; Chang, Chun-Fa (The Eurographics Association, 1999)
      In this paper we present an algorithm for low-cost hardware antialiasing and transparency. This technique keeps a central Z value along with compact floating-point Z gradients in the X and Y dimensions for each fragment ...