Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the c...
In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rel...
Johannes Hirche, Alexander Ehlert, Michael C. Dogg...
Both texture maps and procedural shaders suffer from rendering artifacts during minification. Unlike texture maps, there exist no good automatic method to antialias procedural shad...
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 tha...
The frame of our work is the efficient realistic rendering of scenes containing a huge amount of data for which an a priori knowledge is available. In this paper, we present a new...