No abstract available.
Algorithms for division free perspective correct rendering
Well known implemetations for perspective correct rendering of planar polygons require a division per rendered pixel. Such a division is better to be avoided as it is an expensive operation in terms of silicon gates and clock cycles. In this paper we ...
Tiled polygon traversal using half-plane edge functions
Existing techniques for traversing a polygon generate fragments one (or more) rows or columns at a time. (A fragment is all the information needed to paint one pixel of the polygon.) This order is non-optimal for many operations. For example, most frame ...
Polygon rendering on a stream architecture
The use of a programmable stream architecture in polygon rendering provides a powerful mechanism to address the high performance needs of today's complex scenes as well as the need for flexibility and programmability in the polygon rendering pipeline. ...
Hardware-accelerated free-form deformation
Hardware-acceleration for geometric deformation is developed in the framework of an extension to the OpenGL specification. The method requires an addition to the front-end of the OpenGL rendering pipeline and an appropriate OpenGL primitive. Our ...
Towards hardware implementation of loop subdivision
We present a novel algorithm to evaluate and render Loop subdivision surfaces. The algorithm exploits the fact that Loop subdivision surfaces are piecewise polynomial and uses the forward difference technique for efficiently computing uniform samples on ...
Towards interactive bump mapping with anisotropic shift-variant BRDFs
In this paper a technique is presented that combines interactive hardware accelerated bump mapping with shift-variant anisotropic reflectance models. An evolutionary path is shown how some simpler reflectance models can be rendered at interactive rates ...
Adaptive view dependent tessellation of displacement maps
Displacement Mapping is an effective technique for encoding the high levels of detail found in today's triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps as geometric primitives, will ...
Prefiltered antialiased lines using half-plane distance functions
We describe a method to compute high-quality antialiased lines by adding a modest amount of hardware to a fragment generator based upon half-plane edge functions. (A fragment contains the information needed to paint one pixel of a line or a polygon.) We ...
Tracking graphics state for networked rendering
As networks get faster, it becomes more feasible to render large data sets remotely. For example, it is useful to run large scientific simulations on remote compute servers but visualize the results of those simulations on one or more local displays. ...
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
We investigate a new hybrid of sort-first and sort-last approach for parallel polygon rendering, using as a target platform a cluster of PCs. Unlike previous methods that statically partition the 3D model and/or the 2D image, our approach performs ...
Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization
Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use ...
GI-cube: an architecture for volumetric global illumination and rendering
The power and utility of volume rendering is increased by global illumination. We present a hardware architecture, GI-Cube, designed to accelerate volume rendering, empower volumetric global illumination, and enable a host of ray-based volumetric ...
The RACE II engine for real-time volume rendering
In this paper, we present the RACE II Engine, which uses a hybrid volume rendering methodology that combines algorithmic and hardware acceleration to maximize ray casting performance relative the total amount of volume memory throughput contained in the ...
Index Terms
- Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware