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Adaptive View Dependent Tessellation of Displacement Maps
(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 ...
An array based design for Real-Time Volume Rendering
(The Eurographics Association, 1995)
This paper describes a new algorithm and hardware design for the generation of two dimensional images from volume data using the ray casting technique. The algorithm is part of an image generation system that is broken ...
Power Efficiency for Software Algorithms Running on Graphics Processors
(The Eurographics Association, 2012)
Power efficiency has become the most important consideration for many modern computing devices. In this paper, we examine power efficiency of a range of graphics algorithms on different GPUs. To measure power consumption, ...
Analytical Motion Blur Rasterization with Compression
(The Eurographics Association, 2010)
We present a rasterizer, based on time-dependent edge equations, that computes analytical visibility in order to render accurate motion blur. The theory for doing the computations in a rasterization framework is derived ...
A Low-Cost Memory Architecture For PCI-Based Interactive Ray Casting
(The Eurographics Association, 1999)
In this paper we present a low-cost memory architecture running at 100 MHz which is suited for any PCI-based volume rendering accelerator using the ray-casting approach. Current SDRAM technology, parallel access to all ...
Photon Splatting Using a View-Sample Cluster Hierarchy
(The Eurographics Association, 2016)
Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the ...
Texture Compression of Light Maps using Smooth Profile Functions
(The Eurographics Association, 2010)
Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, ...