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CGF
2007
83views more  CGF 2007»
13 years 4 months ago
Visibility Sampling on GPU and Applications
In this paper, we show how recent GPUs can be used to very efficiently and conveniently sample the visibility between two surfaces, given a set of occluding triangles. We use bitw...
Elmar Eisemann, Xavier Décoret
CGF
2008
114views more  CGF 2008»
13 years 4 months ago
Displacement Mapping on the GPU - State of the Art
This paper reviews the latest developments of displacement mapping algorithms implemented on the vertex, geometry, and fragment shaders of graphics cards. Displacement mapping alg...
László Szirmay-Kalos, Tamás U...
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
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...