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Now showing 1 - 10 of 23
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    Parallel Texture Caching
    (The Eurographics Association, 1999) lgehy, Homan; Eldridge, Matthew; Hanrahan, Pat; A. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneider
    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, and in terms of performance, parallel techniques are used at all stages of the graphics pipeline. In rasterization, texture caching has become prevalent for reducing texture bandwidth requirements. However, parallel rasterization architectures divide work across multiple functional units, thus potentially decreasing the locality of texture references. For such architectures to scale well, it is necessary to develop efficient parallel texture caching subsystems. We quantify the effects of parallel rasterization on texture locality for a number of rasterization architectures, representing both current commercial products and proposed future architectures. A cycle-accurate simulation of the rasterization system demonstrates the parallel speedup obtained by these systems and quantities inefficiencies due to redundant work, inherent parallel load imbalance, insufftcient memory bandwidth, and resource contention. We find that parallel texture caching works well, and is general enough to work with a wide variety of rasterization architectures.
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    An Eigenvector Method for Surface Recovery
    (The Eurographics Association, 2003) Robles-Kelly, A.; Hancock, E.R.; Peter Hall and Philip Willis
    In this paper we explore how spectral methods for graph seriation can be used to develop a new shape-fromshading algorithm. We characterise the field of surface normals using a transition matrix whose elements are computed from the sectional curvature between different image locations. We use a graph seriation method to define a curvature minimising surface integration path for the purposes of height reconstruction. To smooth the reconstructed surface, we fit quadric patches to the height data. The smoothed surface normal directions are updated ensuring compliance with Lambert's law. The processes of height recovery and surface normal adjustment are interleaved and iterated until a stable surface is obtained. We provide results on synthetic and real-world imagery.
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    Preserving Realism in Real-Time Rendering of Bidirectional Texture Functions
    (The Eurographics Association, 2003) Meseth, Jan; Müller, Gero; Klein, Reinhard; Dirk Reiners
    The Bidirectional Texture Function (BTF) is a suitable representation for the appearance of highly detailed surface structures under varying illumination and viewing conditions. Since real-time rendering of the full BTF data is currently not feasible, approximations of the six-dimensional BTF are used such that the amount of data is reduced and current graphics hardware can be exploited. While existing methods work well for materials with low depth variation, realism is lost if the depth variation grows. In this paper we analyze this problem and devise a new real-time rendering method, which provides signi cant improvements with respect to realism for such highly structured materials without sacri cing the general applicability and speed of previous algorithms. We combine our approach with texture synthesis methods to drastically reduce the texture memory requirements and demonstrate the capabilities of our new rendering method with several examples.
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    Texture Shaders
    (The Eurographics Association, 1999) McCool, Michael D.; Heidrich, Wolfgang; A. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneider
    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 architectures. Our main proposals include better support for texture map coordinate generation and an abstract, programmable model for multitexturing. As motivation, we survey several interactive rendering algorithms that target important visual phenomena. With hardware implementation of programmable multitexturing support, implementations of these effects that currently take multiple passes can be rendered in one pass. The generality of our proposed extensions enable efficient implementation of a wide range of other interactive rendering algorithms. The intermediate level of abstraction of our API proposal enables high-level shader metaprogramming toolkits and relatively straightforward implementations, while hiding the details of multitexturing support that are currently fragmenting OpenGL into incompatible dialects.
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    Incremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterization
    (The Eurographics Association, 2001) McCool, Michael D.; Wales, Cluis; Moule, Kevin; Kurt Akeley and Ulrich Neumann
    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 a perspective-correct manner. lf some of these parameters are to be interpreted in later stages of the pipeline directly or indirectly as texture coordinates, then translating spatial and parametric coherence into temporal coherence will improve texture cache performance. Finally, if framebuffer access is also organized around cached blocks, then organizing rasterization so fragments are generated in block-sequential order will maximize framebuffer cache performance. Hilbert-order rasterization accomplishes these goals, and also permits efficient incrementale valuation of edge and interpolation equations.
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    Multiresolution Rendering With Displacement Mapping
    (The Eurographics Association, 1999) Gumhold, Stefan; Hüttner, Tobias; A. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneider
    In 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.
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    PROOF: An Architecture for Rendering In Object Space
    (The Eurographics Association, 1988) Schneider, Bengt-Olaf; Claussen, Ute; A. A. M.Kuijk
    This paper gives a short introduction into the field of computer image generation in hardware. It discusses the two main approaches, namely partitioning in Image space and In object space. Based on the object space partitioning approach we have defined the PROOF architecture. PROOF is a system that aims at high performance and high quality rendering of raster images. high performance means that up to 30 pictures are generated in one second. The pictures are shaded and anti-allased, giving the images a high degree of realism. The architecture comprises tnree stages which are responsible for hidden surface removal, shading, and filtering respectively. The first of these stages a pipeline of object processors. Each of these processors stores and scan converts one obiect Furthermore, It interpolates the depth and the normal vector across the Object. Each object processor IS able to handle objects of a certain primitive type. The specialization of an object processor to a certain primitive type is encapsulated in a Single block called primitive processor. The Outout of the object processor pipeline is the input to a stage for shading. The illumination model employed takes In~o account both diffuse and specular reflections. The paper reviews Gouraud and Phong shading with regard to their suitability for a hardware implementation. The final stage of the PROOF system is formed by a stage for filtering the colours of those objects that contribute to a pixel. This done by constructing a subpixel mask and filtering across an area of 2x2 pixels. At the end. the paper briefly reports on the current state of the project.
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    Fast Footprint MlPmapping
    (The Eurographics Association, 1999) Hüttner, Tobias; Straßer, Wolfgang; A. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneider
    Mapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. In this paper, we describe a new method for efficient and fast texture filtering to prevent aliasing during texture mapping. This method, called Fast Footprint MIPmapping, is very flexible and can be adapted to the internal bandwrdth of a graphrcs system. It adopts the prefiltered MIPmap data structure of currently available trilinear MIPmapping implementatrons, but exploits the texels fetched from texture memory in a more optimal manner. Furthermore, like trilinear MIPmapping, fast footprint MIPmapping can easily be realized in hardware. It is sufficient to fetch only eight texels per textured pixel to achieve a significant improvement over classical trilinear MIPmapping.
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    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. Spencer
    High-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.
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    High-Quality Volume Rendering Using Texture Mapping Hardware
    (The Eurographics Association, 1998) Dachille, Frank; Kreeger, Kevin; Chen, Baoquan; Bitter, Ingmar; Kaufman, Arie; S. N. Spencer
    We 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.