Now showing items 1-13 of 13

    • An Optimized Soft Shadow Volume Algorithm with Real-Time Performance 

      Assarsson, Ulf; Dougherty, Michael; Mounier, Michael; Akenine-Möller, Tomas (The Eurographics Association, 2003)
      In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical ...
    • Automatic Shader Level of Detail 

      Olano, Marc; Kuehne, Bob; Simmons, Maryann (The Eurographics Association, 2003)
      Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders written for film ...
    • An Effective Hardware Architecture for Bump Mapping Using Angular Operation 

      Lee, S. G.; Park, W. C.; Lee, W. J.; Han, T. D.; Yang, S. B. (The Eurographics Association, 2003)
      In this paper, we propose an effective bump mapping algorithm that utilizes the reference space with the polar coordinate system and also propose a new hardware architecture associated with the proposed bump mapping ...
    • 3D Graphics LSI Core for Mobile Phone "Z3D" 

      Kameyama, Masatoshi; Kato, Yoshiyuki; Fujimoto, Hitoshi; Negishi, Hiroyasu; Kodama, Yukio; Inoue, Yoshitsugu; Kawai, Hiroyuki (The Eurographics Association, 2003)
      In this paper we describe the architecture of the 3D graphics LSI core for mobile phone "Z3D". The major 3D graphics applications on mobile phones are character animation and games. While a character animation or a game ...
    • The FFT on a GPU 

      Moreland, Kenneth; Angel, Edward (The Eurographics Association, 2003)
      The Fourier transform is a well known and widely used tool in many scientific and engineering fields. The Fourier transform is essential for many image processing techniques, including filtering, manip- ulation, correction, ...
    • Mesh Mutation in Programmable Graphics Hardware 

      Shiue, Le-Jeng; Goel, Vineet; Peters, Jorg (The Eurographics Association, 2003)
      We show how a future graphics processor unit (GPU), enhanced with random read and write to video memory, can represent, refine and adjust complex meshes arising in modeling, simulation and animation. To leverage SIMD ...
    • GPU Algorithms for Radiosity and Subsurface Scattering 

      Carr, Nathan A.; Hall, Jesse D.; Hart, John C. (The Eurographics Association, 2003)
      We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models ...
    • A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware 

      Goodnight, Nolan; Woolley, Cliff; Lewin, Gregory; Luebke, David; Humphreys, Greg (The Eurographics Association, 2003)
      We present a case study in the application of graphics hardware to general-purpose numeric computing. Specifi- cally, we describe a system, built on programmable graphics hardware, able to solve a variety of partial ...
    • Photon Mapping on Programmable Graphics Hardware 

      Purcell, Timothy J.; Donner, Craig; Cammarano, Mike; Jensen, Henrik Wann; Hanrahan, Pat (The Eurographics Association, 2003)
      We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon ...
    • Simulation of Cloud Dynamics on Graphics Hardware 

      Harris, Mark J.; III, William V. Baxter; Scheuermann, Thorsten; Lastra, Anselmo (The Eurographics Association, 2003)
      This paper presents a physically-based, visually-realistic interactive cloud simulation. Clouds in our system are modeled using partial differential equations describing fluid motion, thermodynamic processes, buoyant forces, ...
    • Texture Compression using Low-Frequency Signal Modulation 

      Fenney, Simon (The Eurographics Association, 2003)
      This paper presents a new, lossy texture compression technique that is suited to implementation on low-cost, low-bandwidth devices as well as more powerful rendering systems. It uses a representation that is based on the ...
    • CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware 

      Govindaraju, Naga K.; Redon, Stephane; Lin, Ming C.; Manocha, Dinesh (The Eurographics Association, 2003)
      We present a novel approach for fast collision detection between multiple deformable and breakable objects in a large environment using graphics hardware. Our algorithm takes into account low bandwidth to and from the ...
    • VoxelCache: A Cache-Based Memory Architecture for Volume Graphics 

      Kanus, U.; Wetekam, G.; Hirche, J. (The Eurographics Association, 2003)
      This paper presents a cache-based memory architecture for volume graphics. We describe the memory organization and cache logic to implement a voxel cache based on 43 voxel blocks. We show an efficient prefetching scheme ...