Sciweavers

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 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
Tile-based texture mapping on graphics hardware
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics ...
Li-Yi Wei
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 conï¬...
Jeremy W. Sheaffer, David P. Luebke, Kevin Skadron
EGH
2004
Springer
13 years 10 months ago
Realtime ray tracing of dynamic scenes on an FPGA chip
Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of exist...
Jörg Schmittler, Sven Woop, Daniel Wagner, Wo...
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 10 months ago
PixelView: a view-independent graphics rendering architecture
Jason Stewart, Eric P. Bennett, Leonard McMillan
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...
EGH
2004
Springer
13 years 10 months ago
UberFlow: a GPU-based particle engine
Peter Kipfer, Mark Segal, Rüdiger Westermann