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- ArticleSeptember 2002
VIZARD II: a reconfigurable interactive volume rendering system
This paper presents a reconfigurable, hardware accelerated, volume rendering system for high quality perspective ray casting. The volume rendering accelerator performs ray casting by calculating the path of the ray through the volume using a ...
- ArticleSeptember 2002
Low latency photon mapping using block hashing
For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest neighbours to a sample point is ...
- ArticleSeptember 2002
Efficient rendering of spatial bi-directional reflectance distribution functions
We propose texture maps that contain at each texel all the parameters of a Lafortune representation BRDF as a compact, but quite general surface appearance representation. We describe a method for rendering such surfaces rapidly on current graphics ...
- ArticleSeptember 2002
Shader metaprogramming
Modern graphics accelerators have embedded programmable components in the form of vertex and fragment shading units. Current APIs permit specification of the programs for these components using an assembly-language level interface. Compilers for high-...
- ArticleSeptember 2002
The ray engine
Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray tracing. We are closing this ...
- ArticleSeptember 2002
SaarCOR: a hardware architecture for ray tracing
The ray tracing algorithmis well-known for its ability to generate high-quality images and its flexibility to support advanced rendering and lighting effects. Interactive ray tracing has been shown to work well on clusters of PCs and supercomputers but ...
- ArticleSeptember 2002
Resample hardware for 3D graphics
Texture mapping is a core technology of current real-time 3D graphics systems. To avoid aliasing artifacts, the texture mapping resample process requires proper filtering. We present a new resample algorithm for two-pass forward texture mapping that is ...
- ArticleSeptember 2002
Adaptive texture maps
We introduce several new variants of hardware-based adaptive texture maps and present applications in two, three, and four dimensions. In particular, we discuss representations of images and volumes with locally adaptive resolution, lossless compression ...