Browsing EGGH98: SIGGRAPH/Eurographics Workshop on Graphics Hardware 1998 by Issue Date
Now showing items 1-15 of 15
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Extending Graphics Hardware For Occlusion Queries In OpenGL
(The Eurographics Association, 1998)For interactive rendering of large polygonal objects, fast visibility queries are necessary to quickly decide whether polygonal objects are visible and need to be rendered. None of the numerous published algorithms provide ... -
Simple Models of the Impact of Overlap in Bucket Rendering
(The Eurographics Association, 1998)Bucket rendering is a technique in which the framebuffer is subdivided into coherent regions that are rendered independently. The primary benelits of this technique are the decrease in the size of the working set of ... -
PAVLOV: A Programmable Architecture for Volume Processing
(The Eurographics Association, 1998)We present a parallel 2D mesh connected architecture with SIMD processing elements. The design allows for real-time volume rendering as well as interactive 30 segmentation and 1D feature extraction. This is possible because ... -
Performance Issues of a Distributed Frame Buffer on a Multicomputer
(The Eurographics Association, 1998)A multiple-port, distributed frame buffer has been recently proposed to support parallel rendering on multicomputers. This paper describes an implementation of such a distributed frame buffer for the Intel Paragon routing ... -
High-Quality Volume Rendering Using Texture Mapping Hardware
(The Eurographics Association, 1998)We present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically ... -
Texture Tile Visibility Determination For Dynamic Texture Loading
(The Eurographics Association, 1998)Three-dimensional scenes have become an important form of content deliverable through the Internet. Standard formats such as Virtual Reality Modeling Language (VRML) make it possible to dynamically download complex scenes ... -
View-independent Environment Maps
(The Eurographics Association, 1998)Environment maps are widely used for approximating reflections in hardware-accelerated rendering applications. Unfortunately, the parameterizations for environment maps used in today s graphics hardware severely undersample ... -
A Breadth-First Approach To Efficient Mesh Traversal
(The Eurographics Association, 1998)Complex 3D polygonal models are typically represented as triangular meshes, especially when they are generated procedurally, or created from volumetric data sets through surface extraction. Existing 3D rendering hardware, ... -
An Improved Z-Buffer CSG Rendering Algorithm
(The Eurographics Association, 1998)We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O(n2), ... -
Gouraud Bump Mapping
(The Eurographics Association, 1998)In this paper a new low cost bump mapping hardware is prcsented. The new hardware approach does not rely on per pixel lighting, but instead uses Gouraud interpolated triangles. The bump mapping effect is applied by blending ... -
Unsolved Problems and Opportunities for High-quality, High-performance 3D Graphics on a PC Platform
(The Eurographics Association, 1998)In the late 1990 s, graphics hardware is experiencing a dramatic board-to-chip integration reminiscent to the minicomputer-to-microprocessor revolution of the 1980 s. Today, mass-market PCs are beginning to match the 3D ... -
Quadratic Bezier Triangles As Drawing Primitives
(The Eurographics Association, 1998)We propose to use quadratic Bezier triangles as additional drawing primitives: quadratic Bezier triangles require much less model data for faithful representation of curved surfaces than planar triangles. Therefore, they ... -
Neon: A Single-Chip 3D Workstation Graphics Accelerator
(The Eurographics Association, 1998)High-performance 3D graphics accelerators traditionally require multiple chips on multiple boards, including geometry, rasterizing, pixel processing, and texture mapping chips. These designs are often scalable: they can ... -
Prefetching in a Texture Cache Architecture
(The Eurographics Association, 1998)Texture mapping has become so ubiquitous in real-time graphics hardware that many systems are able to perform filtered texturing without any penalty in fill rate. The computation rates available in hardware have been ... -
IMEM: An Intelligent Memory for Bump- and Reflection-Mapping
(The Eurographics Association, 1998)Data path simplification in the context of reflection- and bumpmapping hardware opens new solutions in the design of rendering and shading circuits. We are proposing a novel approach to rendering bump- and reflection-mapped ...