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» Continuous Level of Detail on Graphics Hardware
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EGH
2003
Springer
13 years 11 months ago
Automatic shader level of detail
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...
Marc Olano, Bob Kuehne, Maryann Simmons
VLSID
2009
IEEE
177views VLSI» more  VLSID 2009»
14 years 6 months ago
Accelerating System-Level Design Tasks Using Commodity Graphics Hardware: A Case Study
Many system-level design tasks (e.g. timing analysis, hardware/software partitioning and design space exploration) involve computational kernels that are intractable (usually NP-ha...
Unmesh D. Bordoloi, Samarjit Chakraborty
CGF
2008
138views more  CGF 2008»
13 years 5 months ago
Geometry-Aware Framebuffer Level of Detail
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the sha...
Lei Yang, Pedro V. Sander, Jason Lawrence
VISSYM
2007
13 years 8 months ago
Multiresolution MIP Rendering of Large Volumetric Data Accelerated on Graphics Hardware
This paper is concerned with a multiresolution representation for maximum intensity projection (MIP) volume rendering based on morphological pyramids which allows progressive refi...
Wladimir J. van der Laan, Andrei Jalba, Jos B. T. ...
ICPPW
2006
IEEE
13 years 11 months ago
Parallel Hyperspectral Image Processing on Commodity Graphics Hardware
Many recent research efforts have been devoted to the use of commodity hardware for solving computationallyintensive scientific problems. Among such problems, hyperspectral imagi...
Javier Setoain, Christian Tenllado, Manuel Prieto,...