Welcome to Graphics Hardware 2005! It was twenty years ago that this series of events was started with the first Eurographics Workshop on Graphics Hardware, held in Lisbon, Portugal. Since then this event has grown in size and importance. It continues to be a unique forum that attracts academic and industrial research in the area of graphics architectures and hardware-oriented algorithms.Reflecting its growing importance, starting in 1997 Graphics Hardware has been co-located with the Eurographics and SIGGRAPH conferences in alternate years. This is the 5th time the event is been held in conjunction with the annual SIGGRAPH conference. We are grateful to Eurographics and SIGGRAPH for supporting this successful format and for recognizing the synergy between progress in graphics hardware and computer graphics as a whole.These proceedings present the 13 papers that were accepted out of a total of 32 submitted. The papers cover a variety of current issues including novel architectures, hardware-oriented algorithms and innovative applications of GPUs. Each year the quality of papers submissions has improved and the number of submissions has exceeded 30 for several consecutive years.This year we are continuing the popular Hot3D track to allow industry groups to present technical information on their latest chips, technologies, and products. Due to the short turnaround time on Hot3D presentations, the Hot3D presentations are published separately.Obviously, the papers in these proceedings form the core of Graphics Hardware. Without the authors' time and effort this event could not succeed. We also wish to thank the members of the program committee and the reviewers for their thorough, insightful, and timely reviews which ensured an interesting and varied selection of papers.
Proceeding Downloads
GPU-accelerated high-quality hidden surface removal
High-quality off-line rendering requires many features not natively supported by current commodity graphics hardware: wide smooth filters, high sampling rates, order-independent transparency, spectral opacity, motion blur, depth of field. We present a ...
KD-tree acceleration structures for a GPU raytracer
Modern graphics hardware architectures excel at compute-intensive tasks such as ray-triangle intersection, making them attractive target platforms for raytracing. To date, most GPU-based raytracers have relied upon uniform grid acceleration structures. ...
Split-plane shadow volumes
We present a novel method for rendering shadow volumes. The core idea of the method is to locally choose between Z-pass and Z-fail algorithms on a per-tile basis. The choice is made by comparing the contents of the low-resolution depth buffer against an ...
Hexagonal storage scheme for interleaved frame buffers and textures
This paper presents a storage scheme which statically assigns pixel/texel coordinates to multiple memory banks in order to minimize frame buffer and texture memory access load imbalance. In this scheme, the pixels stored in a particular memory bank are ...
A fast, energy-efficient z-comparator
We present a fast and energy-efficient z-comparator that takes advantage of the fact that the result of most depth comparisons can be determined by examining just a few bits. This feature is made possible by the use of asynchronous logic, which enables ...
A hardware architecture for multi-resolution volume rendering
In this paper we propose a hardware accelerated ray-casting architecture for multi-resolution volumetric datasets. The architecture is targeted at rendering very large datasets with limited voxel memory resources for both cases where the working set of ...
Hardware-compatible vertex compression using quantization and simplification
We present a vertex compression technique suitable for efficient decompression on graphics hardware. Given a user-specified number of bits per vertex, we automatically allocate bits to vertex attributes for quantization to maximize quality, guided by an ...
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
We present a novel texture compression scheme, called iPACKMAN, targeted for hardware implementation. In terms of image quality, it outperforms the previous de facto standard texture compression algorithms in the majority of all cases that we have ...
A reconfigurable architecture for load-balanced rendering
Commodity graphics hardware has become increasingly programmable over the last few years but has been limited to fixed resource allocation. These architectures handle some workloads well, others poorly; load-balancing to maximize graphics hardware ...
Fully procedural graphics
The growing application of user-defined programs within graphics processing units (GPUs) has transformed the fixed-function display pipeline into a largely programmable pipeline. In this paper we propose that the elements fed through the pipeline be ...
Optimal automatic multi-pass shader partitioning by dynamic programming
Complex shaders must be partitioned into multiple passes to execute on GPUs with limited hardware resources. Automatic partitioning gives rise to an NP-hard scheduling problem that can be solved by any number of established techniques. One such ...
Generic mesh refinement on GPU
Many recent publications have shown that a large variety of computation involved in computer graphics can be moved from the CPU to the GPU, by a clever use of vertex or fragment shaders. Nonetheless there is still one kind of algorithms that is hard to ...
Modified noise for evaluation on graphics hardware
Perlin noise is one of the primary tools responsible for the success of procedural shading in production rendering. It breaks the crisp computer generated look by adding apparent randomness that is controllable and repeatable. Both Perlin's original ...
- Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware