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CGI
2001
IEEE
13 years 8 months ago
Hardware-Accelerated Rendering of Antialiased Shadows with Shadow Maps
We present a hardware-accelerated method for rendering high quality, antialiased shadows using the shadow map approach. Instead of relying on dedicated hardware support for shadow...
Stefan Brabec, Hans-Peter Seidel
SIGGRAPH
1999
ACM
13 years 9 months ago
Realistic, Hardware-Accelerated Shading and Lighting
With fast 3D graphics becoming more and more available even on low end platforms, the focus in hardware-accelerated rendering is beginning to shift towards higher quality renderin...
Wolfgang Heidrich, Hans-Peter Seidel

Publication
254views
12 years 10 months ago
Z-fighting aware Depth Peeling
Efficient capturing of the entire topological and geometric information of a 3D scene is an important feature in many graphics applications for rendering multi-fragment effects. Ex...
Andreas Vasilakis and Ioannis Fudos
VISUALIZATION
1997
IEEE
13 years 9 months ago
The VSBUFFER: visibility ordering of unstructured volume primitives by polygon drawing
Different techniques have been proposed for rendering volumetric scalar data sets. Usually these approaches are focusing on orthogonal cartesian grids, but in the last years resea...
Rüdiger Westermann, Thomas Ertl
SIGGRAPH
1993
ACM
13 years 9 months ago
Leo: a system for cost effective 3D shaded graphics
A physically compact, low cost, high performance 3D graphics accelerator is presented. It supports shaded rendering of triangles and antialiased lines into a double-buffered 24-bi...
Michael F. Deering, Scott R. Nelson