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ISCA
1998
IEEE
145views Hardware» more  ISCA 1998»
13 years 9 months ago
Multi-Level Texture Caching for 3D Graphics Hardware
Traditional graphics hardware architectures implement what we call the push architecture for texture mapping. Local memory is dedicated to the accelerator for fast local retrieval...
Michael Cox, Narendra Bhandri, Michael Shantz
ICCD
2004
IEEE
149views Hardware» more  ICCD 2004»
14 years 1 months ago
Adaptive Selection of an Index in a Texture Cache
For a specified application, there is an opportunity to improve cache performance by smart choosing of index bits of a cache. A texture cache for texture mapping of 3D computer gr...
Chun-Ho Kim, Lee-Sup Kim
ISCAS
2006
IEEE
142views Hardware» more  ISCAS 2006»
13 years 11 months ago
An efficient texture cache for programmable vertex shaders
Vertex texturing is state-of-the-art functionality of vertex. Thus, traditional texture caches used in RE are not the 3D geometry processor. However, it aggravates the always appli...
Seunghyun Cho, Chang-Hyo Yu, Lee-Sup Kim
DGCI
2006
Springer
13 years 8 months ago
Skeletonization and Distance Transforms of 3D Volumes Using Graphics Hardware
We propose a fast method for computing distance transforms and skeletons of 3D objects using programmable Graphics Processing Units (GPUs). We use an efficient method, called dista...
M. A. M. M. van Dortmont, H. M. M. van de Wetering...
EGH
2003
Springer
13 years 10 months ago
Simulation of cloud dynamics on graphics hardware
This paper presents a physically-based, visually-realistic interactive cloud simulation. Clouds in our system are modeled using partial differential equations describing fluid mot...
Mark J. Harris, William V. Baxter, Thorsten Scheue...