Now showing items 161-180 of 524

    • Coarse Pixel Shading 

      Vaidyanathan, Karthik; Salvi, Marco; Toth, Robert; Foley, Tim; Akenine-Möller, Tomas; Nilsson, Jim; Munkberg, Jacob; Hasselgren, Jon; Sugihara, Masamichi; Clarberg, Petrik; Janczak, Tomasz; Lefohn, Aaron (The Eurographics Association, 2014)
      We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and ...
    • Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing 

      Kerzner, Ethan; Salvi, Marco (The Eurographics Association, 2014)
      We present a novel lossy compression algorithm for G-buffers that enables deferred shading applications with high visibility sampling rates. Our streaming compression method operates in a single geometry rendering pass ...
    • Load Balancing for Multi-Projector Rendering Systems 

      Samanta, Rudrajit; Zheng, Jiannan; Funkhouser, Thomas; Li, Kai; Singh, Jaswinder Pal (The Eurographics Association, 1999)
      Multi-projector systems are increasingly being used to provide large-scale and high-resolution displays for next-generation interactive 3D graphics applications, including large-scale data visualization, immersive virtual ...
    • Texture Shaders 

      McCool, Michael D.; Heidrich, Wolfgang (The Eurographics Association, 1999)
      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 ...
    • Parallel Texture Caching 

      lgehy, Homan; Eldridge, Matthew; Hanrahan, Pat (The Eurographics Association, 1999)
      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, ...
    • 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 ...
    • Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency 

      Jouppi, Norman P.; Chang, Chun-Fa (The Eurographics Association, 1999)
      In this paper we present an algorithm for low-cost hardware antialiasing and transparency. This technique keeps a central Z value along with compact floating-point Z gradients in the X and Y dimensions for each fragment ...
    • Optimal Depth Buffer for Low-Cost Graphics Hardware 

      Lapidous, Eugene; Jiao, Guofang (The Eurographics Association, 1999)
      3D applications using hardware depth buffers for visibility testing are confronted with multiple choices of buffer types, sizes and formats. Some of the options are not exposed through 3D API or may be used by the driver ...
    • Multiresolution Rendering With Displacement Mapping 

      Gumhold, Stefan; Hüttner, Tobias (The Eurographics Association, 1999)
      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 ...
    • Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation 

      Hart, John C.; Carr, Nate; Karneya, Masaki; Tibbitts, Stephen A.; Coleman, Terrance J. (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 ...
    • Hybrid Volume and Polygon Rendering with Cube Hardware 

      Kreeger, Kevin; Kaufman, Arie (The Eurographics Association, 1999)
      We present two methods which connect today s polygon graphics hardware accelerators to Cube-5 volume rendering hardware, the successor to Cube4 The proposed methods allow mixing of both opaque and translucent polygons with ...
    • TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering 

      Knittel, Gunter (The Eurographics Association, 1999)
      We discuss hardware extensions to 3D-texturing units, which are very small but nevertheless remove some substantial performance limits typically found when using a 3D-texturing unit for volume rendering. The underlying ...
    • Fast Footprint MlPmapping 

      Hüttner, Tobias; Straßer, Wolfgang (The Eurographics Association, 1999)
      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 ...
    • A Low-Cost Memory Architecture For PCI-Based Interactive Ray Casting 

      Doggett, Michael; Meißner, Michael; Kanust, Urs (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 ...
    • Neon: A Single-Chip 3D Workstation Graphics Accelerator 

      McCormack, Joel; McNamara, Robert; Gianos, Christopher; Seiler, Larry; Jouppi, Norman P.; Correll, Ken (The Eurographics Association, 1998)
      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 ...
    • Prefetching in a Texture Cache Architecture 

      lgehy, Homan; Eldridge, Matthew; Proudfoot, Kekoa (The Eurographics Association, 1998)
      Texture mapping has become so ubiquitous in real-time graphics hardware that many systems are able to perform filtered texturing without any penalty in fill rate. The computation rates available in hardware have been ...
    • Extending Graphics Hardware For Occlusion Queries In OpenGL 

      Bartz, Dirk; Meißner, Michael; Hüttner, Tobias (The Eurographics Association, 1998)
      For interactive rendering of large polygonal objects, fast visibility queries are necessary to quickly decide whether polygonal objects are visible and need to be rendered. None of the numerous published algorithms provide ...
    • Simple Models of the Impact of Overlap in Bucket Rendering 

      Chen, Milton; Stall, Gordon; Igehy, Homan; Proudfoot, Kekoa; Hanrahan, Pat (The Eurographics Association, 1998)
      Bucket rendering is a technique in which the framebuffer is subdivided into coherent regions that are rendered independently. The primary benelits of this technique are the decrease in the size of the working set of ...
    • IMEM: An Intelligent Memory for Bump- and Reflection-Mapping 

      Kugler, Anders (The Eurographics Association, 1998)
      Data path simplification in the context of reflection- and bumpmapping hardware opens new solutions in the design of rendering and shading circuits. We are proposing a novel approach to rendering bump- and reflection-mapped ...
    • PAVLOV: A Programmable Architecture for Volume Processing 

      Kreeger, Kevin; Kaufman, Arie (The Eurographics Association, 1998)
      We present a parallel 2D mesh connected architecture with SIMD processing elements. The design allows for real-time volume rendering as well as interactive 30 segmentation and 1D feature extraction. This is possible because ...