Now showing items 1-20 of 524

    • A 2nd generation autostereoscopic 3-D display 

      Lang, S.R.; Travis, A.R.L.; Castle, O.M.; Moore, l.R. (The Eurographics Association, 1992)
    • A 33MHz 16. Bit Gradient Calculator for Real-Time Volume Imaging 

      Margala, Martin; Durdle, Nelson G.; Raso, V. James; Hill, Doug L. (The Eurographics Association, 1994)
      This paper describes a gradient calculator which forms an important part of a shading processor being developed for a high resolution high performance real-time general purpose volume imaging system. The proposed architecture ...
    • 3D Graphics For Consumer Applications -How Realistic Does it Have to Be? 

      Winser, Paul (The Eurographics Association, 1987)
      The design of graphics Ie's for the consumer market has performance limitations imposed by the need to maintain low cost, and must be driven by consideration of the potential applications. The likely requirements for a ...
    • 3D Graphics LSI Core for Mobile Phone "Z3D" 

      Kameyama, Masatoshi; Kato, Yoshiyuki; Fujimoto, Hitoshi; Negishi, Hiroyasu; Kodama, Yukio; Inoue, Yoshitsugu; Kawai, Hiroyuki (The Eurographics Association, 2003)
      In this paper we describe the architecture of the 3D graphics LSI core for mobile phone "Z3D". The major 3D graphics applications on mobile phones are character animation and games. While a character animation or a game ...
    • Accelerated Single Ray Tracing for Wide Vector Units 

      Fuetterling, Valentin; Lojewski, Carsten; Pfreundt, Franz-Josef; Hamann, Bernd; Ebert, Achim (ACM, 2017)
      Utilizing the vector units of current processors for ray tracing single rays through Bounding Volume Hierarchies has been accomplished by increasing the branching factor of the acceleration structure to match the vector ...
    • Accelerating Polygon Clipping 

      Schneider, Bengt-Olaf (The Eurographics Association, 1992)
      Polygon clipping is a central part of image generation and image visualization systems.In spite of its algorithmic simplicity it consumes a considerable amount of hardware or software resources. Polygon clipping performance ...
    • Accelerating Real-Time Shading with Reverse Reprojection Caching 

      Nehab, Diego; Sander, Pedro V.; Lawrence, Jason; Tatarchuk, Natalya; Isidoro, John R. (The Eurographics Association, 2007)
      Evaluating pixel shaders consumes a growing share of the computational budget for real-time applications. However, the significant temporal coherence in visible surface regions, lighting conditions, and camera location ...
    • Accelerating Shadow Rays Using Volumetric Occluders and Modified kd-Tree Traversal 

      Djeu, Peter; Keely, Sean; Hunt, Warren (The Eurographics Association, 2009)
      Monte Carlo ray tracing remains a simple and elegant method for generating robust shadows. This approach, however, is often hampered by the time needed to evaluate the numerous shadow ray queries required to generate a ...
    • 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 ...
    • Accurate Scanconversion of Triangulated Surfaces 

      Rossignac, Jarek R. (The Eurographics Association, 1991)
      Scanconverting a planar face produces depth-values for pixels totally or partly covered by the projection of that face. State-of-the-art hardware-supported scanconversion techniques use sub pixel adjustment and extended ...
    • Active Thread Compaction for GPU Path Tracing 

      Wald, Ingo (ACM, 2011)
      Modern GPUs like NVidia s Fermi internally operate in a SIMD manner by ganging multiple (32) scalar threads together into SIMD warps; if a warp s threads diverge, the warp serially executes both branches, temporarily ...
    • An Adaptive Acceleration Structure for Screen-space Ray Tracing 

      Widmer, S.; Pajak, D.; Schulz, A.; Pulli, K.; Kautz, J.; Goesele, M.; Luebke, D. (ACM Siggraph, 2015)
      We propose an efficient acceleration structure for real-time screenspace ray tracing. The hybrid data structure represents the scene geometry by combining a bounding volume hierarchy with local planar approximations. This ...
    • Adaptive Hierarchical Visibility in a Tiled Architecture 

      Xie, Feng; Shantz, Michael (The Eurographics Association, 1999)
      This paper describes a method for occlusion culling in a tiled 3D graphics hardware architecture. Adaptive hierarchical visibility (AHV) is a simplified method for occlusion culling that is integrated into a tiled architecture ...
    • Adaptive Image Space Shading for Motion and Defocus Blur 

      Vaidyanathan, Karthik; Toth, Robert; Salvi, Marco; Boulos, Solomon; Lefohn, Aaron (The Eurographics Association, 2012)
      We present a novel anisotropic sampling algorithm for image space shading which builds upon recent advancements in decoupled sampling for stochastic rasterization pipelines. First, we analyze the frequency content of a ...
    • Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids 

      Hochstetter, Hendrik; Orthmann, Jens; Kolb, Andreas (The Eurographics Association, 2016)
      We present a fast and accurate ray casting technique for unstructured and dynamic particle sets. Our technique focuses on efficient, high quality volume rendering of fluids for computer animation and scientific applications. ...
    • Adaptive Scalable Texture Compression 

      Nystad, Jorn; Lassen, Anders; Pomianowski, Andy; Ellis, Sean; Olson, Tom (The Eurographics Association, 2012)
      We describe a fixed-rate, lossy texture compression system that is designed to offer an unusual degree of flexibility and to support a very wide range of use cases, while providing better image quality than most formats ...
    • Adaptive Temporal Antialiasing 

      Marrs, Adam; Spjut, Josef; Gruen, Holger; Sathe, Rahul; McGuire, Morgan (ACM, 2018)
      We introduce a pragmatic algorithm for real-time adaptive supersampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine ...
    • Adaptive Texture Maps 

      Kraus, Martin; Ertl, Thomas (The Eurographics Association, 2002)
      We introduce several new variants of hardware-based adaptive texture maps and present applications in two, three, and four dimensions. In particular, we discuss representations of images and volumes with locally adaptive ...
    • Adaptive Transparency 

      Salvi, Marco; Montgomery, Jefferson; Lefohn, Aaron (ACM, 2011)
      Adaptive transparency is a new solution to order-independent transparency that closely approximates the ground-truth results obtained with A-buffer compositing but, like a Z-buffer, operates in bounded memory and exhibits ...
    • Adaptive View Dependent Tessellation of Displacement Maps 

      Doggett, Michael; Hirche, Johannes (The Eurographics Association, 2000)
      Displacement Mapping is an effective technique for encoding the high levels of detail found in today s triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps ...