Browsing EGGH01: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2001 by Subject "Hardware Architecture"
Now showing items 1-5 of 5
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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 ... -
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. ... -
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 ... -
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 ... -
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 ...