Browsing EGGH03: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2003 by Issue Date
Now showing items 1-13 of 13
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An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
(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
(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
(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"
(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
(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
(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
(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
(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
(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
(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
(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
(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
(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 ...