Now showing items 1-13 of 13

    • Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware 

      Dobashi, Yoshinori; Yamamoto, Tsuyoshi; Nishita, Tomoyuki (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 ...
    • Comparing Reyes and OpenGL on a Stream Architecture 

      Owens, John D.; Khailany, Brucek; Towles, Brian; Dally, William J. (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 ...
    • Dependency Graph Scheduling in a Volumetric Ray Tracing Architecture 

      Frank, S.; Kaufman, A. (The Eurographics Association, 2002)
      We propose a volumetric ray tracing PCI board which uses FPGA components and on chip memory. In a multiboard system a super volume (i.e., one that is larger than on-board memory) can be either distributed or shared. In a ...
    • The Ray Engine 

      Carr, Nathan A.; Hall, Jesse D.; Hart, John C. (The Eurographics Association, 2002)
      Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray ...
    • High-Quality Unstructured Volume Rendering on the PC Platform 

      Guthe, Stefan; Roettger, Stefan; Schieber, Andreas; Strasser, Wolfgang; Ertl, Thomas (The Eurographics Association, 2002)
      For the visualization of volume data the application of transfer functions is used widely. In this area the preintegration technique allows high quality visualizations and the application of arbitrary transfer functions. ...
    • Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions 

      McAllister, David K.; Lastra, Anselmo; Heidrich, Wolfgang (The Eurographics Association, 2002)
      We propose texture maps that contain at each texel all the parameters of a Lafortune representation BRDF as a compact, but quite general surface appearance representation. We describe a method for rendering such surfaces ...
    • SaarCOR - A Hardware Architecture for Ray Tracing 

      Schmittler, Jörg; Wald, Ingo; Slusallek, Philipp (The Eurographics Association, 2002)
      The ray tracing algorithm is well-known for its ability to generate high-quality images and its flexibility to support advanced rendering and lighting effects. Interactive ray tracing has been shown to work well on clusters ...
    • Resample Hardware for 3D Graphics 

      Meinds, Koen; Barenbrug, Bart (The Eurographics Association, 2002)
      Texture mapping is a core technology of current real-time 3D graphics systems. To avoid aliasing artifacts, the texture mapping resample process requires proper filtering. We present a new resample algorithm for twopass ...
    • Physically-Based Visual Simulation on Graphics Hardware 

      Harris, Mark J.; Coombe, Greg; Scheuermann, Thorsten; Lastra, Anselmo (The Eurographics Association, 2002)
      In this paper, we present a method for real-time visual simulation of diverse dynamic phenomena using programmable graphics hardware. The simulations we implement use an extension of cellular automata known as the coupled ...
    • 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 ...
    • Low Latency Photon Mapping Using Block Hashing 

      Ma, Vincent C. H.; McCool, Michael D. (The Eurographics Association, 2002)
      For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest ...
    • Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware 

      Chan, Eric; Ng, Ren; Sen, Pradeep; Proudfoot, Kekoa; Hanrahan, Pat (The Eurographics Association, 2002)
      Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, ...
    • VIZARD II: A Reconfigurable Interactive Volume Rendering System 

      Meißner, M.; Kanus, U.; Wetekam, G.; Hirche, J.; Ehlert, A.; Straßer, W.; Doggett, M.; Forthmann, P.; Proksa, R. (The Eurographics Association, 2002)
      This paper presents a reconfigurable, hardware accelerated, volume rendering system for high quality perspective ray casting. The volume rendering accelerator performs ray casting by calculating the path of the ray through ...