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EGH
2004
Springer
13 years 8 months ago
Efficient partitioning of fragment shaders for multiple-output hardware
Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split...
Tim Foley, Mike Houston, Pat Hanrahan
EGH
2004
Springer
13 years 10 months ago
Mio: fast multipass partitioning via priority-based instruction scheduling
Real-time graphics hardware continues to offer improved resources for programmable vertex and fragment shaders. However, shader programmers continue to write shaders that require ...
Andrew Riffel, Aaron E. Lefohn, Kiril Vidimce, Mar...
CGF
2010
148views more  CGF 2010»
13 years 5 months ago
Hardware-Assisted Projected Tetrahedra
We present a flexible and highly efficient hardware-assisted volume renderer grounded on the original Projected Tetrahedra (PT) algorithm. Unlike recent similar approaches, our me...
André Maximo, Ricardo Marroquim, Ricardo C....
CGF
2006
118views more  CGF 2006»
13 years 5 months ago
Texture Adaptation for Progressive Meshes
Level-of-detail modeling is a vital representation for real-time applications. To support texture mapping progressive meshes (PM), we usually allow the whole PM sequence to share ...
Chih-Chun Chen 0002, Jung-Hong Chuang
AICCSA
2007
IEEE
99views Hardware» more  AICCSA 2007»
13 years 9 months ago
An Efficient Processor Allocation Strategy that Maintains a High Degree of Contiguity among Processors in 2D Mesh Connected Mult
Two strategies are used for the allocation of jobs to processors connected by mesh topologies: contiguous allocation and non-contiguous allocation. In noncontiguous allocation, a ...
Saad Bani-Mohammad, Mohamed Ould-Khaoua, Ismail Ab...