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...
Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly ...
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 ...
Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split...
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