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dc.contributor.authorHasselgren, Jonen_US
dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.editorTomas Akenine-Moeller and Wolfgang Heidrichen_US
dc.date.accessioned2014-01-27T14:55:27Z
dc.date.available2014-01-27T14:55:27Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-35-5en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR06/061-072en_US
dc.description.abstractTV have been designed and built. However, these displays have received relatively little attention in the context of real-time computer graphics. We present a novel rasterization architecture that rasterizes each triangle to multiple views simultaneously. When determining which tile in which view to rasterize next, we use an efficiency measure that estimates which tile is expected to get the most hits in the texture cache. Once that tile has been rasterized, the efficiency measure is updated, and a new tile and view are selected. Our traversal algorithm provides significant reductions in the amount of texture fetches, and bandwidth gains on the order of a magnitude have been observed. We also present an approximate rasterization algorithm that avoids pixel shader evaluations for a substantial amount (up to 95%) of fragments and still maintains high image quality.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleAn Efficient Multi-View Rasterization Architectureen_US
dc.description.seriesinformationSymposium on Renderingen_US


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