Browsing EGGH03: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2003 by Subject "I.3.3 [Computer Graphics]"
Now showing items 1-3 of 3
-
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 ... -
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, ... -
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 ...