Sciweavers

EGH
2005
Springer
13 years 10 months ago
Hexagonal storage scheme for interleaved frame buffers and textures
Yosuke Bando, Takahiro Saito, Masahiro Fujita
EGH
2005
Springer
13 years 10 months ago
GPU-accelerated high-quality hidden surface removal
High-quality off-line rendering requires many features not natively supported by current commodity graphics hardware: wide smooth filters, high sampling rates, order-independent ...
Daniel Wexler, Larry Gritz, Eric Enderton, Jonatha...
EGH
2005
Springer
13 years 10 months ago
Split-plane shadow volumes
We present a novel method for rendering shadow volumes. The core idea of the method is to locally choose between Z-pass and Z-fail algorithms on a per-tile basis. The choice is ma...
Samuli Laine
EGH
2005
Springer
13 years 10 months ago
KD-tree acceleration structures for a GPU raytracer
Modern graphics hardware architectures excel at compute-intensive tasks such as ray-triangle intersection, making them attractive target platforms for raytracing. To date, most GP...
Tim Foley, Jeremy Sugerman
EGH
2005
Springer
13 years 10 months ago
Optimal automatic multi-pass shader partitioning by dynamic programming
Complex shaders must be partitioned into multiple passes to execute on GPUs with limited hardware resources. Automatic partitioning gives rise to an NP-hard scheduling problem tha...
Alan Heirich
EGH
2005
Springer
13 years 10 months ago
Hardware-compatible vertex compression using quantization and simplification
Budirijanto Purnomo, Jonathan Bilodeau, Jonathan D...
EGH
2005
Springer
13 years 10 months ago
Fully procedural graphics
The growing application of user-defined programs within graphics processing units (GPUs) has transformed the fixed-function display pipeline into a largely programmable pipeline...
Turner Whitted, James T. Kajiya