Now showing items 221-240 of 524

    • Super Resolution Volume Rendering Hardware 

      Bosma, Marco; Smit, Jaap; Scheltinga, Jeroen Terwisscha van (The Eurographics Association, 1995)
      The resolution obtained in volume rendering is greatly increased over known methods through the introduction of super resolution techniques which make it possible to enlarge the view o f the dataset without the introduction ...
    • Hardware Architecture for Voxelization-based Volume Rendering of Unstructured Grids 

      Prakash, C. E.; Manohar, S. (The Eurographics Association, 1995)
      Interactive volume visualization of unstructured grid data is a much sought after, but as yet elusive, goal in many scientifie visualization applications. We present an architecture that ean possibly bring this goal within ...
    • Hardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering 

      Emst, I.; Jackel, D.; Riisseler, H.; Wittig, O. (The Eurographics Association, 1995)
      Today's high-end Gouraud renderers produce nicely textured scenes by mapping two-dimensional images onto modeled objects in real· time. We present a renderer which textures surfaces in the normal sense of the word using ...
    • A pel-based Volume Rendering Accelerator 

      Knittel, Günter (The Eurographics Association, 1995)
      We discuss the underlying algorithms, design principles and implementation issues of an extremely compact and cost-efficient volume rendering accelerator for PCI-based systems. It operates on classified and shaded data ...
    • An Architecture For Rapid Stereoscopic Image Generation 

      MCCann, Shaun; Lister, Paul (The Eurographics Association, 1995)
      A cost effective architecture for the rasterisation of stereo­ imagery based on image derivation is presented. The architecture is a simple and scaleable augmentation ofa classic monocular graphics pipeline and integrates ...
    • Design of an On-Chip Reflectance Map 

      Scheltinga, Jeroen Terwisscha van; Smit, Jaap; Bosma, Marco (The Eurographics Association, 1995)
      A reflectance map design is described which uses a minimal amount of memory for the table, in order to be applicable as an on-chip shader. The shader is designed for use with the volumetric super resolution hardware, which ...
    • Hardware for Superior Texture Performance 

      Knittel, G.; Schilling, A.; Kugler, A.; Straßer, W. (The Eurographics Association, 1995)
      Mapping textures onto suIfaces of computer-gener­ ated objects is a technique which greatly improves the realism of their appearance. Unfortunately, this imposes high computational demands and, even worse, tremendous memory ...
    • Approximation Techniques for High Performance Texture Mapping 

      Demirer, Mehmet; Grimsdale, Richard L. (The Eurographics Association, 1995)
      Accurate perspective mapping in real-time requires costly division operations per pixel and therefore ap­ proximation techniques are often employed. These per­ mit the mapping to be performed by interpolation, but generally ...
    • Reducing Latency on PixelFlow 

      Lastra, Anselmo A. (The Eurographics Association, 1995)
      Performance, as measured by the number of primitives rendered per second, has been the most important rendering system design consideration while latency, the amount of time it takes to render an image, has largely been ...
    • Single Chip Hardware Support for Rasterization and Texture Mapping 

      Ackermann, Hans-Josef (The Eurographics Association, 1995)
      Today's interactive 3D-applications on Pes demand efficient hardware support for functionality, e.g. shading and texture mapping. In this paper, I present an ASIC that integrates most of the 3D-reIated functionality defined ...
    • The PixelFlow Texture and Image Subsystem 

      Molnar, Steven (The Eurographics Association, 1995)
      Texturing and imaging have become essential tasks for high­ speed, high-quality rendering systems. They make possible effects such as photo-textures, environment maps, decals, modulated transparency, shadows, environment ...
    • The Sussex Multimedia Frame Buffer 

      Pearce, Simon F.; Bassett, Mike C.; Dunnett, Graham J.; Lister, Paul F. (The Eurographics Association, 1994)
      This paper describes work at the University of Sussex in the field of multimedia video and high resolution display control. This paper is the result of research carried out for the SMILE (SPARC Macrocell and Interface ...
    • Integration of Live Video and Computer Graphics for Video Effect Generation 

      Osterfeld, Utz; Ackermann, Hans-Josef (The Eurographics Association, 1994)
      We present the architecture of a system, based on a PC, covering real-time video processing by integration of live video and computer graphics. The video processing and integration are realized by generation and evaluation ...
    • A hardware architecture for video rate smooth shading of Volume data 

      Doggett, Michael C.; Hellestrand, Graham R. (The Eurographics Association, 1994)
      This paper describes a new architecture for generat ing smoothly shaded two dimensional images of volume data. This architecture fits into an image synthesis pipeline and uses only simple arithmetic operations and a look-up ...
    • Interactive Rendering of Volumetric Data Sets 

      Juskiw, "Scott; Durdle, Nelson G. (The Eurographics Association, 1994)
      The bela architecture for interactive rendering of regularly structured volumetric data sets is presented. The proposed architecture is scalable and uses custom processors to achieve high-speed shading, projection. and ...
    • A 33MHz 16. Bit Gradient Calculator for Real-Time Volume Imaging 

      Margala, Martin; Durdle, Nelson G.; Raso, V. James; Hill, Doug L. (The Eurographics Association, 1994)
      This paper describes a gradient calculator which forms an important part of a shading processor being developed for a high resolution high performance real-time general purpose volume imaging system. The proposed architecture ...
    • VIRIM: A Massively Parallel Processor for Real-Time Volume Visualization in Medicine 

      Günther, T.; Poliwoda, C.; Reinhart, C.; Hesser, J.; Männer, R.; Meinzer, H.-P.; Baur, H.-I. (The Eurographics Association, 1994)
      Architecture and applications of a massively parallel processor are described. Volumes of 256x256x128 voxels can be visualized at a frame rate of 10 Hz using volume oriented visualization algorithms. A prototype of the ...
    • A Scalable Architecture for Volume Rendering 

      Knittel, Günter (The Eurographics Association, 1994)
      We describe the operational principles of a scalable hardware accelerator for volume rendering. The basic philosophy is to provide an atomic unit which already provides sophisticated volume graphics at interactive rendering ...
    • Experience with a Difference Engine for Graphics 

      Kuijk, A.A.M.; Blake, E.H.; Steffens, E.H. (The Eurographics Association, 1994)
      "The prototype of a novel raster graphics architecture has now become operational. The display hardware can be regarded as a very fast difference engine that works in two-dimensions. The speed is partly achieved by the use ...
    • Sheared Interpolation and Gradient Estimation for Real-Time Volume Rendering 

      Pfister, Hanspeter; Wessels, Frank; Kaufman, Arie (The Eurographics Association, 1994)
      In this paper we present a technique for the interactive control and display of static and dynamic 3D datasets. We describe novel ways of tri-linear interpolation and gradient estimation for a real-time volume rendering ...