Now showing items 1-3 of 3

    • 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 ...
    • 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, ...
    • 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 ...