EGGH04: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2004
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Understanding the Efficiency of GPU Algorithms for Matrix-Matrix Multiplication
(The Eurographics Association, 2004)Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly parallel computations with little reuse of ... -
A Programmable Vertex Shader with Fixed-Point SIMD Datapath for Low Power Wireless Applications
(The Eurographics Association, 2004)The real time 3D graphics becomes one of the attractive applications for 3G wireless terminals although their battery lifetime and memory bandwidth limit the system resources for graphics processing. Instead of using the ... -
Hardware-based Simulation and Collision Detection for Large Particle Systems
(The Eurographics Association, 2004)Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly ... -
UberFlow: A GPU-Based Particle Engine
(The Eurographics Association, 2004)We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics ... -
A Flexible Simulation Framework for Graphics Architectures
(The Eurographics Association, 2004)In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly configurable micro-architectural simulator of ... -
Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip
(The Eurographics Association, 2004)Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of existing software implementations is still ... -
PixelView: A View-Independent Graphics Rendering Architecture
(The Eurographics Association, 2004)We present a new computer graphics rendering architecture that allows all possible views to be extracted from a single traversal of a scene description. It supports a wide range of rendering primitives, including polygonal ... -
Silhouette Maps for Improved Texture Magnification
(The Eurographics Association, 2004)Texture mapping is a simple way of increasing visual realism without adding geometrical complexity. Because it is a discrete process, it is important to properly filter samples when the sampling rate of the texture differs ... -
Tile-Based Texture Mapping on Graphics Hardware
(The Eurographics Association, 2004)Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics processors. In this paper, we present a ... -
Efficient Partitioning of Fragment Shaders for Multiple-Output Hardware
(The Eurographics Association, 2004)Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split (RDS) algorithm is a polynomial-time ... -
Mio: Fast Multipass Partitioning via Priority-Based Instruction Scheduling
(The Eurographics Association, 2004)Real-time graphics hardware continues to offer improved resources for programmable vertex and fragment shaders. However, shader programmers continue to write shaders that require more resources than are available in the ... -
A Hierarchical Shadow Volume Algorithm
(The Eurographics Association, 2004)The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as the performance is inversely proportional to ... -
Squeeze: Numerical-Precision-Optimized Volume Rendering
(The Eurographics Association, 2004)This paper discusses how to squeeze volume rendering into as few bits per operation as possible while still retaining excellent image quality. For each of the typical volume rendering pipeline stages in texture map volume ... -
A Quadrilateral Rendering Primitive
(The Eurographics Association, 2004)The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used ...