EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware: Recent submissions
Now showing items 201-220 of 524
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Memory Access Patterns of Occlusion-Compatible 3D Image Warping
(The Eurographics Association, 1997)McMillan and Bishop s 3D image warp can be efficiently implemented by exploiting the coherency of its memory accesses. We analyze this coherency, and present algorithms that take advantage of it. These algorithms traverse ... -
Architectural Implications of Hardware-Accelerated Bucket Rendering on the PC
(The Eurographics Association, 1997)Bucket rendering is a technique whereby a scene is sorted into screen-space tiles and each tile is rendered independently in turn. We expect hardware-accelerated bucket rendering to become available on the PC, and in this ... -
Characterization of Static 3D Graphics Workloads
(The Eurographics Association, 1997)3D graphics transform 3D models into 2D images by simulating the physics of light propagation from the lighting sources, through the objects, and eventually to the eyes. Although specialized graphics hardware engines have ... -
Towards Real-Time Photorealistic Rendering: Challenges and Solutions
(The Eurographics Association, 1997)A growing number of real-time applications need graphics with photorealistic quality, especially in the field of training (virtual operation, driving and flightsimulation), but also in the areas of design or ergonomic ... -
Evaluation of a Real-Time Direct Volume Rendering System
(The Eurographics Association, 1996)VIRIM, a real-time direct volume rendering system is evaluated for medical applications. Experiences concerning the hardware architecture are discussed. The issues are the flexibility of VIRIM, the restriction to two ... -
Latency- and Hazard-Free Volume Memory Ar chitecture for Direct Volume Rendering
(The Eurographics Association, 1996)The computational power required for direct volume rendering like ray-casting or volume ray-tracing can be provided by high speed rendering architectures. However the increasing proces sor speed makes a performance ... -
Cube-4 Implementations on the Teramac Custom Computing Machine
(The Eurographics Association, 1996)We present two implementations of the Cube-4 volume rendering architecture on the Teramac custom computing machine. Cube-4 uses a slice parallel ray-casting algorithm that allows for a paral lel and pipelined implementation ... -
Graphics Algorithms on Field Programmable Function Arrays
(The Eurographics Association, 1996)The amount of energy consumed in basic CMOS building blocks, like external RAM, external bus-structures, multipliers, local (cache) memory and on chip bus-structures, is analyzed thoroughly to find ways for substantial ... -
On the energy complexity of Algorithms realized in CMOS, a Graphics Example
(The Eurographics Association, 1996)A theory about the energy consumption of algorithms realized in CMOS, presented in related work, makes it possible to calculate the minimal amount of energy dissipated for the execution of an algorithm. The rendering of a ... -
The ImageSwitcher: A Proposed System Architecture Designed to Reduce VR Lag
(The Eurographics Association, 1996)Latency contributes to image error and to motion sickness in head tracked graphics displays. We attack the problem of latency by exploiting parallel scene generation, using multiple graphics engines to render images ... -
New advances in Neuro -Visual Simulation and Symbolic extraction for Real World Computing, 3D Image Analysis and 3D object Digitization
(The Eurographics Association, 1996)3D image analysis and automatic modelling using Neurofocalisation and attractiveness with hardwarefilters. Towards a new kind of filter-based data structures instead of splines/polygons. -
The Setup for Triangle Rasterization
(The Eurographics Association, 1996)Integrating the slope and setup calculationsfor triangles to the rasterizer offloads the host processor from intensive calculations and can significantly increase 3D system performance. The processing on the host is greatly ... -
Optimal Static 2-Dimensional Screen Subdivision for Parallel Rasterization Architectures
(The Eurographics Association, 1996)Designers of computer graphics hardware have used increasing device counts available from IC manufacturers to increase parallelism using techniques such as putting a longer pipeline of data path elements on integrated ... -
An Architecture for High-Performance 2-D Image Display
(The Eurographics Association, 1996)Image processing operations can be divided into two classes, those pre-processing operations that are market- and application-specific, and those widely-used operations that are useful in any application that requires the ... -
TAYRA - A 3D Graphics Raster Processor
(The Eurographics Association, 1996)This paper describes the Junctionality oj a 3D Graphics Raster Processor called TAYRA. TAYRA consists in the most part oj Graphics Raster Pipeline with five major external interfaces: PCI Master/Target, Depth, Texture, ... -
An Advanced 3D Frame Buffer Memory Controller
(The Eurographics Association, 1996)This paper details the design o f an advanced 32 bit 3D frame buffer memory controller for a 3D Graphics Raster Processor called TAYRA [1]. This memory controller is designed to provide a performance o f 33 MPixelsls for ... -
Design Principles of Hardware-based Phong Shading and Bump Mapping
(The Eurographics Association, 1996)The VISA+ hardware architecture is the first of a new generation of graphics accelerators designed primarily to render bump-, texture-, environment- and environment-bump-mapped polygons. This paper presents examples of the ... -
Towards a Scalable Architecture for Real-Time Volume Rendering
(The Eurographics Association, 1995)In this paper we present our research efforts towards a scalable volume rendering architecture for the real-time visualization of dynamically changing high-resolution datasets. Using a linearly skewed memory interleav ing ... -
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. ... -
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 ...