EGGH02: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2002
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Recent Submissions
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VIZARD II: A Reconfigurable Interactive Volume Rendering System
(The Eurographics Association, 2002)This paper presents a reconfigurable, hardware accelerated, volume rendering system for high quality perspective ray casting. The volume rendering accelerator performs ray casting by calculating the path of the ray through ... -
Dependency Graph Scheduling in a Volumetric Ray Tracing Architecture
(The Eurographics Association, 2002)We propose a volumetric ray tracing PCI board which uses FPGA components and on chip memory. In a multiboard system a super volume (i.e., one that is larger than on-board memory) can be either distributed or shared. In a ... -
High-Quality Unstructured Volume Rendering on the PC Platform
(The Eurographics Association, 2002)For the visualization of volume data the application of transfer functions is used widely. In this area the preintegration technique allows high quality visualizations and the application of arbitrary transfer functions. ... -
Physically-Based Visual Simulation on Graphics Hardware
(The Eurographics Association, 2002)In this paper, we present a method for real-time visual simulation of diverse dynamic phenomena using programmable graphics hardware. The simulations we implement use an extension of cellular automata known as the coupled ... -
Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
(The Eurographics Association, 2002)To create realistic images using computer graphics, an important element to consider is atmospheric scattering, that is, the phenomenon by which light is scattered by small particles in the air. This effect is the cause ... -
Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions
(The Eurographics Association, 2002)We propose texture maps that contain at each texel all the parameters of a Lafortune representation BRDF as a compact, but quite general surface appearance representation. We describe a method for rendering such surfaces ... -
Low Latency Photon Mapping Using Block Hashing
(The Eurographics Association, 2002)For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest ... -
Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware
(The Eurographics Association, 2002)Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, ... -
Comparing Reyes and OpenGL on a Stream Architecture
(The Eurographics Association, 2002)The OpenGL and Reyes rendering pipelines each render complex scenes from similar scene descriptions but differ in their internal pipeline organizations. While the OpenGL organization has dominated hardware architectures ... -
The Ray Engine
(The Eurographics Association, 2002)Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray ... -
SaarCOR - A Hardware Architecture for Ray Tracing
(The Eurographics Association, 2002)The ray tracing algorithm is well-known for its ability to generate high-quality images and its flexibility to support advanced rendering and lighting effects. Interactive ray tracing has been shown to work well on clusters ... -
Resample Hardware for 3D Graphics
(The Eurographics Association, 2002)Texture mapping is a core technology of current real-time 3D graphics systems. To avoid aliasing artifacts, the texture mapping resample process requires proper filtering. We present a new resample algorithm for twopass ... -
Adaptive Texture Maps
(The Eurographics Association, 2002)We introduce several new variants of hardware-based adaptive texture maps and present applications in two, three, and four dimensions. In particular, we discuss representations of images and volumes with locally adaptive ...