Recent Submissions

  • VIZARD - Visualization Accelerator for Realtime Display 

    Knittel, Günter; Straßer, Wolfgang (The Eurographics Association, 1997)
    Volume rendering has traditionally been an application for supercomputers, workstation networks or expensive special-purpose hardware. In contrast, this report shows how far we have reached using the other extreme: the ...
  • EM-Cube: An Architecture for Low-Cost Real-Time Volume Rendering 

    Osborne, Rändy; Pfister, Hanspeter; Lauer, Hugh; McKenzie, Neil; Gibson, Sarah; Hiatt, Wally; Ohkarni, TakaHide (The Eurographics Association, 1997)
    EM-Cube is a VLSI architecture for low-cost, high quality volume rendering at full video frame rates. Derived from the Cube4 architecture developed at SUNY at Stony Brook, EM-Cube computes sample points and gradients ...
  • Design Of A High Performance Volume Visualization System 

    Lichtenbelt, Barthold (The Eurographics Association, 1997)
    Visualizing three dimensional discrete datasets has been a topic of many research projects and papers in the past decade. We discuss the issues that come up when designing a whole computer system capable of visualizing ...
  • A Ray-Slice-Sweep Volume Rendering Engine 

    Bitter, Ingmar; Kaufman, Arie (The Eurographics Association, 1997)
    Ray-slice-sweeping is a plane sweep algorithm for volume rendering, The compositing buffer sweeps through the volume and combines the accumulated image with the new slice of just-projected voxels. The image combination is ...
  • Triangle Scan Conversion using 2D Homogeneous Coordinates 

    Olano, Marc; Greer, Trey (The Eurographics Association, 1997)
    We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinates, the algorithm avoids costly clipping tests which make pipelining or hardware implementations ...
  • Codesign Of Graphics Hardware Accelerators 

    Ewins, Jon P.; L.Watten, Phil; White, Martin; McNeill, Michael D. J.; Lister, Paul F. (The Eurographics Association, 1997)
    The design of a hardware architecture for a computer graphics pipeline requires a thorough understanding of the algorithms involved at each stage, and the implications these algorithms have on the organisation of the ...
  • Accommodating Memory Latency In A Low-cost Rasterizer 

    Anderson, Bruce; MacAulay, Rob; Stewart, Andy; Whitted, Turner (The Eurographics Association, 1997)
    This paper describes design tradeoffs in a very low cost rasterizer circuit targeted for use in a video game console. The greatest single factor affecting such a design is the character of memory to which the image generator ...
  • High Quality Rendering Using the Talisman Architecture 

    Barkans, Anthony C. (The Eurographics Association, 1997)
    Currently graphics devices that offer both high performance and high quality interactive rendering have been priced at a level that places them out of the reach of the broad number of users that constitutes the massmarket. ...
  • PixelFlow: The Realization 

    Eyles, John; Molnar, Steven; Poulton, John; Greer, Trey; Lastra, Anselmo; England, Nick; Westover, Lee (The Eurographics Association, 1997)
    PixelFlow is an architecture for high-speed, highly realistic image generation, based on the techniques of object-parallelism and image composition. Its initial architecture was described in [MOLN92]. After development by ...
  • Realizing OpenGL: Two Implementations of One Architecture 

    Kilgard, Mark J. (The Eurographics Association, 1997)
    The OpenGL Graphics System provides a well-specified, widely accepted dataflow for 3D graphics and imaging. OpenGL is an architecture; an OpenGL-capable computer is a hardware manifestation or implementaion of that ...
  • Heresy: A Virtual Image-Space 3D Rasterization Architecture 

    Chiueh, Tzi-cker (The Eurographics Association, 1997)
    With the advent of virtual reality and other visual applications that require photo and cinema realism, 3D graphics hardware has started to enter into the main stream. This paper describes the design and evaluation of a ...
  • Characterization of Static 3D Graphics Workloads 

    Chiueh, Tzi-cker; Lin, Wei-jen (The Eurographics Association, 1997)
    3D graphics transform 3D models into 2D images by simulating the physics of light propagation from the lighting sources, through the objects, and eventually to the eyes. Although specialized graphics hardware engines have ...
  • Architectural Implications of Hardware-Accelerated Bucket Rendering on the PC 

    Cox, Michael; Bhandari, Narendra (The Eurographics Association, 1997)
    Bucket rendering is a technique whereby a scene is sorted into screen-space tiles and each tile is rendered independently in turn. We expect hardware-accelerated bucket rendering to become available on the PC, and in this ...
  • Memory Access Patterns of Occlusion-Compatible 3D Image Warping 

    Murk, William R.; Bishop, Gary (The Eurographics Association, 1997)
    McMillan and Bishop s 3D image warp can be efficiently implemented by exploiting the coherency of its memory accesses. We analyze this coherency, and present algorithms that take advantage of it. These algorithms traverse ...
  • Towards Real-Time Photorealistic Rendering: Challenges and Solutions 

    Schilling, Andreas (The Eurographics Association, 1997)
    A growing number of real-time applications need graphics with photorealistic quality, especially in the field of training (virtual operation, driving and flightsimulation), but also in the areas of design or ergonomic ...