EGGH01: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2001
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SPAF: Sub-texel Precision Anisotropic Filtering
(The Eurographics Association, 2001)Texture mapping is a technique which most effectively improves the realism of computer-generated scenes in 3D Graphics. Trilinear filtering of the mip-mapped textue has been popular as a texture filtering method but it ... -
Real-Time Bump Map Synthesis
(The Eurographics Association, 2001)In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to ... -
Vertex-based Anisotropic Texturing
(The Eurographics Association, 2001)MIP mapping is a common method used by graphics hardware to avoid texture aliasing. In many situations, MIP mapping over-blurs in one direction to prevent aliasing in another. Anisotropic texturing reduces this blurring ... -
Perlin Noise Pixel Shaders
(The Eurographics Association, 2001)While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ... -
Quasi-Linear Depth Buffers With Variable Resolution
(The Eurographics Association, 2001)In this paper we present new class of variable-resolution depth buffers, providing a flexible trade-off between depth precision in the distant areas of the view volume and performance. These depth buffers can be implemented ... -
R-Buffer: A Pointerless A-Buffer Hardware Architecture
(The Eurographics Association, 2001)We present a graphics hardware architecture that implements Carpenter's A-buffer. The A-buffer is a software renderer that uses pointer based linked lists. Our pointerless approach computes order independent transparency ... -
Incremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterization
(The Eurographics Association, 2001)A rasterization algorithm must efficiently generate pixel fragments from geometric descriptions of primitives. ln order to accomplish per-pixel shading, shading parameters must also be interpolated across the primitive in ... -
The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering
(The Eurographics Association, 2001)Multi-pass rendering is a common method of virtualizing graphics hardware to overcome limited resources. Most current multi-pass rendering techniques use the RGBA framebuffer to store intermediate results between each pass. ... -
Hardware Support for Non-photorealistic Rendering
(The Eurographics Association, 2001)Special features such as ridges, valleys and silhouettes, of a polygonal scene are usually displayed by explicitly identifying and then rendering 'edges' for the corresponding geometry. The candidate edges are identified ... -
Compiling to a VLIW Fragment Pipeline
(The Eurographics Association, 2001)The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have ... -
Watertight Tessellation using Forward Differencing
(The Eurographics Association, 2001)In this paper we describe an algorithm and hardware for the tessellation of polynomial surfaces. While conventional forward difference-based tessellation is subject to round off error and cracking, our algorithm produces ... -
Hardware Support for Adaptive Subdivision Surface Rendering
(The Eurographics Association, 2001)Adaptive subdivision of triangular meshes is highly desirable for surface generation algorithms including adaptive displacement mapping in which a highly detailed model can be constructed from a coarse triangle mesh and a ... -
Fast Volumetric Deformation On General Purpose Hardware
(The Eurographics Association, 2001)High performance deformation of volumetric objects is a common problem in computer graphics that has not yet been handled sufficiently. As a supplement to 3D texture based volume rendering, a novel approach is presented, ... -
High-Quality Pre-lntegrated Volume Rendering
(The Eurographics Association, 2001)We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides ...