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Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation
(The Eurographics Association, 1999)
Procedural solid texturing was introduced fourteen years ago, but has yet to find its way into consumer level graphics hardware for teal-time operation. To this end, a new model is introduced that yields a parameterized ...
Design of a Fast Voxel Processor for Parallel Volume Visualization
(The Eurographics Association, 1995)
The basics of a parallel real-time volume visualization architecture are introduced. Volume data is divided into subcubes that are dis tributed among multiple image processors and stored in their pri vate voxel memories. ...
Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
(The Eurographics Association, 2002)
To create realistic images using computer graphics, an important element to consider is atmospheric scattering, that is, the phenomenon by which light is scattered by small particles in the air. This effect is the cause ...
VIZARD - Visualization Accelerator for Realtime Display
(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 ...
A Flexible Simulation Framework for Graphics Architectures
(The Eurographics Association, 2004)
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly configurable micro-architectural simulator of ...
Comparing Reyes and OpenGL on a Stream Architecture
(The Eurographics Association, 2002)
The OpenGL and Reyes rendering pipelines each render complex scenes from similar scene descriptions but differ in their internal pipeline organizations. While the OpenGL organization has dominated hardware architectures ...
Tile-Based Texture Mapping on Graphics Hardware
(The Eurographics Association, 2004)
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics processors. In this paper, we present a ...
Quasi-Linear Depth Buffers With Variable Resolution
(The Eurographics Association, 2001)
In this paper we present new class of variable-resolution depth buffers, providing a flexible trade-off between depth precision in the distant areas of the view volume and performance. These depth buffers can be implemented ...
Watertight Tessellation using Forward Differencing
(The Eurographics Association, 2001)
In this paper we describe an algorithm and hardware for the tessellation of polynomial surfaces. While conventional forward difference-based tessellation is subject to round off error and cracking, our algorithm produces ...
A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware
(The Eurographics Association, 2003)
We present a case study in the application of graphics hardware to general-purpose numeric computing. Specifi- cally, we describe a system, built on programmable graphics hardware, able to solve a variety of partial ...