EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware: Recent submissions
Now showing items 341-360 of 524
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New Algorithms for Computer Graphics
(The Eurographics Association, 1987)"IntroductionThe area of computational geometry deals with the study of algorithms for problems concerning geometric objects like e.g. lines, polygons, circles, etc. in the plane and in higher dimensional space. Since its ... -
An Exact Incremental Hidden Surface RemovalAlgorithm
(The Eurographics Association, 1987)This paper describes an incremental Hidden Surface Removal Algorithm (HSRA), developed to be embedded in a new architecture for raster graphics described in [1,7]. The algorithm can be classified as "exact" since it operates ... -
AVLSI Chip for Ray Tracing Bicubic Patches
(The Eurographics Association, 1986)A VLSI chip for ray tracing bicubic patches in Bezier form is explored. The purpose of the chip is to calculate the intersection point of a ray with the bicubic patch to a specified level of accuracy, returning the location ... -
Towards a Z-Buffer and Ray-Tracing Multimode System based on Parallel Architecture and VLSI chips
(The Eurographics Association, 1986)After the hidden surfaces algorithms for 3D rastergraphics, hardware design isthe main problem, for many applicat ions, such as : Audiovisual animat ions. CADCAM,and simulation.After a short description of our CUBI 7 system ... -
Utilization of VLSI for Creating an Active Data Base of 3-D Geometric Models
(The Eurographics Association, 1986)Parallelism of geometric computation can be achieved by distributing the computation efforts according to essentially three different strategies, based on functional, spatial and structural division, respectively (Mantyla ... -
"Position Paper:Display Hardware for Boolean Expression Models"
(The Eurographics Association, 1986)In any discussion of graphics hardware there appear to be two basic positions which can be adopted. The first is that of the technologist, who is primarily concerned with what it is possible to make and how to make it. The ... -
Developments in High Performance CGI Systems
(The Eurographics Association, 1986)This contribution describes some work being undertaken in the design andimplementation of architectures for high performance Computer Image Generationfor a range of applications from workstations to flight simulator visual ... -
A Visual System for a Traffic Simulator
(The Eurographics Association, 1986)The prototype of a modular CGI-system for real time simulation in atraffic simulator will be presented. It will be shown, that withthe proposed configuration of a large asymmetric multiprocessorsystem, organized in different ... -
CSG Hidden Surface Algorithms for VLSI Hardware Systems
(The Eurographics Association, 1986)Constructive Solid Geometry (CSG) is a solid modeling representation thatdefines objects ·as Boolean combinations of primitive solids. For thedisplay of such objects, both the visibility problem and the problem ofcombining ... -
A Survey of Simulator Requirements
(The Eurographics Association, 1986)Simulators have been developed to train pilots, sailors or car drivers withoutthe costs and risks of moving their real vehicles. To obtain high success intraining, the simulators have to provide a high level of realism. ... -
Towards a 3-D Graphics Workstation
(The Eurographics Association, 1986)A voxel-map based architecture which lays the foundations for a 3-D graphics workstation,called the CUBE Workstation, is presented. The architecture is centered around a largecubic frame-buffer of voxels, operated on by ... -
Looking at Workstation Architectures from the Viewpoint of Interaction
(The Eurographics Association, 1986)Today's design of sophisticated graphics workstations may be characterized by the terms 3D-system, user driven, object-oriented user interfaceand multiple-windows system with the challenge to create high levelinterfaces ... -
Display Architecture for VLSI -based Graphics Workstations
(The Eurographics Association, 1986)At present, two popular development areas in computer graphics are improvement ofinteraction behaviour and more realistic graphics.The architecture for a high quality interactive workstation proposed in this work isdesigned ... -
Stream Compaction for Deferred Shading
(The Eurographics Association, 2009)The GPU leverages SIMD efficiency when shading because it rasterizes a triangle at a time, running the same shader on all of its fragments. Ray tracing sacrifices this shader coherence, and the result is that SIMD units ... -
Faster Incoherent Rays: Multi-BVH Ray Stream Tracing
(The Eurographics Association, 2009)High fidelity rendering via ray tracing requires tracing incoherent rays for global illumination and other secondary effects. Recent research show that the performance benefits from fast packet traversal schemes that exploit ... -
Fast Minimum Spanning Tree for Large Graphs on the GPU
(The Eurographics Association, 2009)Graphics Processor Units are used for many general purpose processing due to high compute power available on them. Regular, data-parallel algorithms map well to the SIMD architecture of current GPU. Irregular algorithms ... -
Understanding the Efficiency of Ray Traversal on GPUs
(The Eurographics Association, 2009)We discuss the mapping of elementary ray tracing operations- acceleration structure traversal and primitive intersection-onto wide SIMD/SIMT machines. Our focus is on NVIDIA GPUs, but some of the observations should be ... -
Efficient Stream Compaction on Wide SIMD Many-Core Architectures
(The Eurographics Association, 2009)Stream compaction is a common parallel primitive used to remove unwanted elements in sparse data. This allows highly parallel algorithms to maintain performance over several processing steps and reduces overall memory ... -
Efficient Ray Traced Soft Shadows using Multi-Frusta Tracing
(The Eurographics Association, 2009)Ray tracing has long been considered to be superior to rasterization because its ability to trace arbitrary rays, allowing it to simulate virtually any physical light transport effect by just tracing rays. Yet, to look ... -
Selective and Adaptive Supersampling for Real-Time Ray Tracing
(The Eurographics Association, 2009)While supersampling is an essential element for high quality rendering, high sampling rates, routinely employed in offline rendering, are still considered quite burdensome for real-time ray tracing. In this paper, we propose ...