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EGH
2005
Springer
9 years 7 months ago
Hexagonal storage scheme for interleaved frame buffers and textures
Yosuke Bando, Takahiro Saito, Masahiro Fujita
EGH
2005
Springer
9 years 7 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
9 years 7 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
9 years 7 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
9 years 7 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
9 years 7 months ago
Hardware-compatible vertex compression using quantization and simplification
Budirijanto Purnomo, Jonathan Bilodeau, Jonathan D...
EGH
2005
Springer
9 years 7 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
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