We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code ...
In contrast to sort-first, sort-last parallel rendering has the distinct advantage that the task division for parallel geometry processing and rasterization is simple, and can eas...
We describe a novel load-balancing method for sort-first parallel graphics rendering systems. It gives up geometry data which could be very large and tends to cause unacceptable c...
This paper presents a practical, high-quality, hardwareaccelerated volume rendering approach including scattering, environment mapping, and ambient occlusion. We examine the appli...