Now showing items 181-200 of 524

    • Performance Issues of a Distributed Frame Buffer on a Multicomputer 

      Wei, Bin; Clark, Douglas W.; Felten, Edward W.; Li, Kai (The Eurographics Association, 1998)
      A multiple-port, distributed frame buffer has been recently proposed to support parallel rendering on multicomputers. This paper describes an implementation of such a distributed frame buffer for the Intel Paragon routing ...
    • High-Quality Volume Rendering Using Texture Mapping Hardware 

      Dachille, Frank; Kreeger, Kevin; Chen, Baoquan; Bitter, Ingmar; Kaufman, Arie (The Eurographics Association, 1998)
      We present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically ...
    • Texture Tile Visibility Determination For Dynamic Texture Loading 

      Goss, Michael E.; Yuasa, Kei (The Eurographics Association, 1998)
      Three-dimensional scenes have become an important form of content deliverable through the Internet. Standard formats such as Virtual Reality Modeling Language (VRML) make it possible to dynamically download complex scenes ...
    • View-independent Environment Maps 

      Heidrich, Wolfgang; Seidel, Hans-Peter (The Eurographics Association, 1998)
      Environment maps are widely used for approximating reflections in hardware-accelerated rendering applications. Unfortunately, the parameterizations for environment maps used in today s graphics hardware severely undersample ...
    • Gouraud Bump Mapping 

      Ernst, I.; Rüsseler, H.; Schulz, H.; Wittig, 0. (The Eurographics Association, 1998)
      In this paper a new low cost bump mapping hardware is prcsented. The new hardware approach does not rely on per pixel lighting, but instead uses Gouraud interpolated triangles. The bump mapping effect is applied by blending ...
    • A Breadth-First Approach To Efficient Mesh Traversal 

      Mitra, Tulika; Chiueh, Tzi-cker (The Eurographics Association, 1998)
      Complex 3D polygonal models are typically represented as triangular meshes, especially when they are generated procedurally, or created from volumetric data sets through surface extraction. Existing 3D rendering hardware, ...
    • An Improved Z-Buffer CSG Rendering Algorithm 

      Stewart, Nigel; Leach, Geoff; John, Sabu (The Eurographics Association, 1998)
      We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O(n2), ...
    • Quadratic Bezier Triangles As Drawing Primitives 

      Bruijns, J. (The Eurographics Association, 1998)
      We propose to use quadratic Bezier triangles as additional drawing primitives: quadratic Bezier triangles require much less model data for faithful representation of curved surfaces than planar triangles. Therefore, they ...
    • Unsolved Problems and Opportunities for High-quality, High-performance 3D Graphics on a PC Platform 

      Kirk, David B. (The Eurographics Association, 1998)
      In the late 1990 s, graphics hardware is experiencing a dramatic board-to-chip integration reminiscent to the minicomputer-to-microprocessor revolution of the 1980 s. Today, mass-market PCs are beginning to match the 3D ...
    • VIZARD - Visualization Accelerator for Realtime Display 

      Knittel, Günter; Straßer, Wolfgang (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 ...
    • Design Of A High Performance Volume Visualization System 

      Lichtenbelt, Barthold (The Eurographics Association, 1997)
      Visualizing three dimensional discrete datasets has been a topic of many research projects and papers in the past decade. We discuss the issues that come up when designing a whole computer system capable of visualizing ...
    • A Ray-Slice-Sweep Volume Rendering Engine 

      Bitter, Ingmar; Kaufman, Arie (The Eurographics Association, 1997)
      Ray-slice-sweeping is a plane sweep algorithm for volume rendering, The compositing buffer sweeps through the volume and combines the accumulated image with the new slice of just-projected voxels. The image combination is ...
    • EM-Cube: An Architecture for Low-Cost Real-Time Volume Rendering 

      Osborne, Rändy; Pfister, Hanspeter; Lauer, Hugh; McKenzie, Neil; Gibson, Sarah; Hiatt, Wally; Ohkarni, TakaHide (The Eurographics Association, 1997)
      EM-Cube is a VLSI architecture for low-cost, high quality volume rendering at full video frame rates. Derived from the Cube4 architecture developed at SUNY at Stony Brook, EM-Cube computes sample points and gradients ...
    • Codesign Of Graphics Hardware Accelerators 

      Ewins, Jon P.; L.Watten, Phil; White, Martin; McNeill, Michael D. J.; Lister, Paul F. (The Eurographics Association, 1997)
      The design of a hardware architecture for a computer graphics pipeline requires a thorough understanding of the algorithms involved at each stage, and the implications these algorithms have on the organisation of the ...
    • 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 ...
    • High Quality Rendering Using the Talisman Architecture 

      Barkans, Anthony C. (The Eurographics Association, 1997)
      Currently graphics devices that offer both high performance and high quality interactive rendering have been priced at a level that places them out of the reach of the broad number of users that constitutes the massmarket. ...
    • Triangle Scan Conversion using 2D Homogeneous Coordinates 

      Olano, Marc; Greer, Trey (The Eurographics Association, 1997)
      We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinates, the algorithm avoids costly clipping tests which make pipelining or hardware implementations ...
    • Realizing OpenGL: Two Implementations of One Architecture 

      Kilgard, Mark J. (The Eurographics Association, 1997)
      The OpenGL Graphics System provides a well-specified, widely accepted dataflow for 3D graphics and imaging. OpenGL is an architecture; an OpenGL-capable computer is a hardware manifestation or implementaion of that ...
    • PixelFlow: The Realization 

      Eyles, John; Molnar, Steven; Poulton, John; Greer, Trey; Lastra, Anselmo; England, Nick; Westover, Lee (The Eurographics Association, 1997)
      PixelFlow is an architecture for high-speed, highly realistic image generation, based on the techniques of object-parallelism and image composition. Its initial architecture was described in [MOLN92]. After development by ...
    • Heresy: A Virtual Image-Space 3D Rasterization Architecture 

      Chiueh, Tzi-cker (The Eurographics Association, 1997)
      With the advent of virtual reality and other visual applications that require photo and cinema realism, 3D graphics hardware has started to enter into the main stream. This paper describes the design and evaluation of a ...