Browsing EGGH06: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2006 by Issue Date
Now showing items 1-14 of 14
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Realistic Soft Shadows by Penumbra-Wedges Blending
(The Eurographics Association, 2006)Recent real-time shadow generation techniques try to provide shadows with realistic penumbrae. However, most techniques are whether non-physically based or too simplified to produce convicing results. The penumbra-wedges ... -
Efficient Video Decoding on GPUs by Point Based Rendering
(The Eurographics Association, 2006)To accelerate computation intensive video decoding tasks, we present a novel framework to offload most decoding operations to current GPUs. Our method is based on rendering graphics points and suitable for block-based video ... -
High Quality Normal Map Compression
(The Eurographics Association, 2006)Normal mapping is a widely used technique in real-time graphics, but so far little research has focused on compressing normal maps. Therefore, we present several simple techniques that improve the quality of ATI s 3Dc ... -
A Digital Rights Enabled Graphics Processing System
(The Eurographics Association, 2006)With the emergence of 3D graphics/arts assets commerce on the Internet, to protect their intellectual property and to restrict their usage have become a new design challenge. This paper presents a novel protection model ... -
Efficient Depth Buffer Compression
(The Eurographics Association, 2006)Depth buffer performance is crucial to modern graphics hardware. This has led to a large number of algorithms for reducing the depth buffer bandwidth. Unfortunately, these have mostly remained documented only in the form ... -
Non-interleaved Deferred Shading of Interleaved Sample Patterns
(The Eurographics Association, 2006)This paper presents a novel and fast technique to combine interleaved sampling and deferred shading on a GPU. The core idea of this paper is quite simple. Interleaved sample patterns are computed in a non-interleaved ... -
B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes
(The Eurographics Association, 2006)This paper introduces a new spatial index structure, called Bounded KD tree (B-KD tree), for realtime ray tracing of dynamic scenes. By presenting hardware units of all time critical B-KD tree algorithms in the context of ... -
Compressed Lossless Texture Representation and Caching
(The Eurographics Association, 2006)A number of texture compression algorithms have been proposed to reduce texture storage size and bandwidth requirements. To deal with the requirement for random access, these algorithms usually divide the texture into tiles ... -
The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware
(The Eurographics Association, 2006)With shrinking process technology, the primary cause of transient faults in semiconductors shifts away from highenergy cosmic particle strikes and toward more mundane and pervasive causes-power fluctuations, crosstalk, and ... -
Distributed Texture Memory in a Multi-GPU Environment
(The Eurographics Association, 2006)In this paper we present a consistent, distributed, shared memory system for GPU texture memory. This model enables the virtualization of texture memory and the transparent, scalable sharing of texture data across multiple ... -
Pseudorandom Number Generation on the GPU
(The Eurographics Association, 2006)Statistical algorithms such as Monte Carlo integration are good candidates to run on graphics processing units. The heart of these algorithms is random number generation, which generally has been done on the CPU. In this ... -
GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering
(The Eurographics Association, 2006)Deep shadow maps unify the computation of volumetric and geometric shadows. For each pixel in the shadow map, a fractional visibility function is sampled, pre-filtered, and compressed as a piecewise linear function. However, ... -
Quadtree Relief Mapping
(The Eurographics Association, 2006)Relief mapping is an image based technique for rendering surface details. It simulates depth on a polygonal model using a texture that encodes surface height. The presented method incorporates a quadtree structure to achieve ... -
Minimum Triangle Separation for Correct Z-Buffer Occlusion
(The Eurographics Association, 2006)We show that, and how, window coordinate precision (the representations of xwin and ywin), field of view, and error accumulated by single-precision mapping arithmetic contribute to, and sometimes dominate, effective zbuffer ...