Browsing EGGH03: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2003 by Subject "I.3.7 [Computer Graphics]"
Now showing items 1-6 of 6
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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 ... -
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 ... -
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 ... -
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 ... -
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 ...