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EGH
2004
Springer
13 years 10 months ago
A hierarchical shadow volume algorithm
The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as t...
Timo Aila, Tomas Akenine-Möller
EGH
2004
Springer
13 years 8 months ago
Understanding the efficiency of GPU algorithms for matrix-matrix multiplication
Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly ...
Kayvon Fatahalian, Jeremy Sugerman, Pat Hanrahan
EGH
2004
Springer
13 years 10 months ago
A quadrilateral rendering primitive
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even ...
Kai Hormann, Marco Tarini
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
A flexible simulation framework for graphics architectures
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly con...
Jeremy W. Sheaffer, David P. Luebke, Kevin Skadron