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Item Memory Access Patterns of Occlusion-Compatible 3D Image Warping(The Eurographics Association, 1997) Murk, William R.; Bishop, Gary; A. Kaufmann and W. Strasser and S. Molnar and B.-O. SchneiderMcMillan 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 the reference image in an occlusion-compatible order, which is an order that can resolve visibility using a painter s algorithm. Required cache sizes are calculated for several one-pass 3D warp algorithms, and we develop a two-pass algorithm which requires a smaller cache size than any of the practical one-pass algorithms. We also show that reference image traversal orders that are occlusion-compatible for continuous images are not always occlusion-compatible when applied to the discrete images used in practice.Item Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency(The Eurographics Association, 1999) Jouppi, Norman P.; Chang, Chun-Fa; A. Kaufmann and W. Strasser and S. Molnar and B.- O. SchneiderIn 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 within a pixel (hence the name Z3). It uses a small fixed amount of storage per pixel. If the visible complexity of the pixel exceeds the storage space available for the pixel, the minimum number of fragments having the closest Z values are merged. This combines different fragments from the same surface, resulting in both storage and processing efficiency. When operating with opaque surfaces, Z3 can provide superior image quality over sparse supersampling methods that use eight samples per pixel while using storage for only three fragments. Z3 also makes the use of large numbers of samples (e.g., 16) feasible in inexpensive hardware, enabling higher quality images. It is simple to implement because it uses a small fixed number of fragments per pixel. Z3 can also provide order-independent transparency even if many transparent surfaces are present. Moreover, unlike the original A-buffer algorithm it correctly antialiases interpenetrating transparent surfaces because it has three-dimensional Z information within each pixel.Item PixelFlow: The Realization(The Eurographics Association, 1997) Eyles, John; Molnar, Steven; Poulton, John; Greer, Trey; Lastra, Anselmo; England, Nick; Westover, Lee; A. Kaufmann and W. Strasser and S. Molnar and B.-O. SchneiderPixelFlow 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 the original team of researchers at the University of North Carolina, and codevelopment with industry partners, Division Ltd. and Hewlett- Packard, PixelFlow now is a much more capable system than initially conceived and its hardware and software systems have evolved considerably. This paper describes the final realization of PixelFlow, along with hardware and software enhancements heretofore unpublished.Item TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering(The Eurographics Association, 1999) Knittel, Gunter; A. Kaufmann and W. Strasser and S. Molnar and B.- O. SchneiderWe 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 algorithm uses only a slight modification of existing method, which limits negative impacts on application software. In particular, the method speeds up the compositing operation, improves texture cache eflciency and allows for early ray termination and empty space skipping. Early ray termination can not be used in the traditional approach. Simulations show that, depending on data set properties, the performance of readily available, low-cost PC graphics accelerators is already suflcient for real-time volume visualization. Thus, in terms ofperformance, the TRIANGLECASTER-extensions can make dedicated volume rendering accelerators unnecessary.Item Quadratic Bezier Triangles As Drawing Primitives(The Eurographics Association, 1998) Bruijns, J.; S. N. SpencerWe propose to use quadratic Bezier triangles as additional drawing primitives: quadratic Bezier triangles require much less model data for faithful representation of curved surfaces than planar triangles. Therefore, they require less storage and/or transmission capacity. Furthermore, they allow automatic level-of-detail. Finally, they result in considerable savings in model-view transformations and lighting calculations. We present two algorithms for rendering these triangles, each of which can be easily incorporated in hardware render systems currently used for planar triangles.Item Hybrid Volume and Polygon Rendering with Cube Hardware(The Eurographics Association, 1999) Kreeger, Kevin; Kaufman, Arie; A. Kaufmann and W. Strasser and S. Molnar and B.- O. SchneiderWe present two methods which connect today s polygon graphics hardware accelerators to Cube-5 volume rendering hardware, the successor to Cube4 The proposed methods allow mixing of both opaque and translucent polygons with volumes on PC class machines, while ensuring the correct compositing order of all objects. Both implementations connect the two hardware acceleration subsystems at the frame buffer. One shares a common DRAM buffer and one run-length encodes images of thin slabs of polygonal data and then combines them in the Cube composite buffer In both realizations, we take advantage of the predictable ordered access to frame buffer storage that is utilized by Cube-5 and the rest of the family of volume rendering accelerators based on the Cube design.Item Multiresolution Rendering With Displacement Mapping(The Eurographics Association, 1999) Gumhold, Stefan; Hüttner, Tobias; A. Kaufmann and W. Strasser and S. Molnar and B.- O. SchneiderIn this paper, we present for the first time an approach for hardware accelerated displacement mapping. The displaced surface is generated from a 2D displacement map by remeshing a coarse triangle mesh according to the screen projection of the surface The remeshing algorithm is implemented in hardware. Filtered access to the displacement map makes our approach competitive with available view dependent multiresolution techniques. The advantage of displacement mapping is the compact representation. A displacement mapped surface consumes together with all filter levels only a fraction of the storage space needed for a hardware compatible representation of an equivalent triangle mesh. A possible design of the displacement mapping rendering pipeline is proposed. Previously described hardware components are used as often as possible. Our approach can be smoothly integrated into all available graphics application programming interfaces. Most existing graphics applications can be extended to the new feature with marginal effort.Item Neon: A Single-Chip 3D Workstation Graphics Accelerator(The Eurographics Association, 1998) McCormack, Joel; McNamara, Robert; Gianos, Christopher; Seiler, Larry; Jouppi, Norman P.; Correll, Ken; S. N. SpencerHigh-performance 3D graphics accelerators traditionally require multiple chips on multiple boards, including geometry, rasterizing, pixel processing, and texture mapping chips. These designs are often scalable: they can increase performance by using more chips. Scalability has obvious costs: a minimal configuration needs several chips, and some configurations must replicate texture maps. A less obvious cost is the almost irresistible temptation to replicate chips to increase performance, rather than to design individual chips for higher performance in the first place. In contrast, Neon is a single chip that performs like a multichip design. Neon accelerates OpenGL [19] 3D rendering, as well as X11 [20] and Windows/NT 2D rendering. Since our pin budget limited peak memory bandwidth, we designed Neon from the memory system upward in order to reduce bandwidth requirements. Neon has no special-purpose memories; its eight independent 32-bit memory controllers can access color buffers, 1. depth buffers, stencil buffers, and texture data. To fit our gate budget, we shared logic among different operations with similar implementation requirements, and left floating point calculations to Digital s Alpha CPUs. Neon s performance is between HP s Visualize fx<sup>4</sup> and fx<sup>6</sup>, and is well above SGI s MXE for most operations. Neon-based boards cost much less than these competitors, due to a small part count and use of commodity SDRAMs.Item Codesign Of Graphics Hardware Accelerators(The Eurographics Association, 1997) Ewins, Jon P.; L.Watten, Phil; White, Martin; McNeill, Michael D. J.; Lister, Paul F.; A. Kaufmann and W. Strasser and S. Molnar and B.-O. SchneiderThe 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 pipeline architecture. The choice of algorithm, the flow of pixel data through the pipeline, and bit width precision issues are crucial decisions in the design of new hardware accelerators. Making these decisions correctly requires intensive investigation and experimentation. The use of hardware description languages such as VHDL, allow for sound top down design methodologies, but their effectiveness in such experimental work is limited. This paper discusses the use of software tools as an aid to hardware development and presents applications that demonstrate the possibilities of this approach and the benefits that can be attained from an integrated codesign design environment.Item High-Quality Volume Rendering Using Texture Mapping Hardware(The Eurographics Association, 1998) Dachille, Frank; Kreeger, Kevin; Chen, Baoquan; Bitter, Ingmar; Kaufman, Arie; S. N. SpencerWe present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically changing directional lights, viewing parameters, and transfer functions. This is achieved by hardware interpolating the data values and gradients before software classification and shading. The method works equally well for parallel and perspective projections. We present two approaches for OUT method: one which takes advantage of software ray casting optimizations and another which takes advantage of hardware blending acceleration.