Sciweavers

EGH
2007
Springer
14 years 16 days ago
Exact and error-bounded approximate color buffer compression and decompression
In this paper, we first present a survey of existing color buffer compression algorithms. After that, we introduce a new scheme based on an exactly reversible color transform, si...
Jim Rasmusson, Jon Hasselgren, Tomas Akenine-M&oum...
EGH
2007
Springer
14 years 16 days ago
Accelerating real-time shading with reverse reprojection caching
Evaluating pixel shaders consumes a growing share of the computational budget for real-time applications. However, the significant temporal coherence in visible surface regions, ...
Diego F. Nehab, Pedro V. Sander, Jason Lawrence, N...
EGH
2007
Springer
14 years 16 days ago
A hardware-aware debugger for the OpenGL shading language
The enormous flexibility of the modern GPU rendering pipeline as well as the availability of high-level shader languages have led to an increased demand for sophisticated program...
Magnus Strengert, Thomas Klein, Thomas Ertl
EGH
2007
Springer
14 years 16 days ago
Scan primitives for GPU computing
The scan primitives are powerful, general-purpose data-parallel primitives that are building blocks for a broad range of applications. We describe GPU implementations of these pri...
Shubhabrata Sengupta, Mark Harris, Yao Zhang, John...
EGH
2007
Springer
14 years 16 days ago
Tight frame normal map compression
Jacob Munkberg, Ola Olsson, Jacob Ström, Toma...
EGH
2007
Springer
14 years 16 days ago
A low-power handheld GPU using logarithmic arithmetic and triple DVFS power domains
Byeong-Gyu Nam, Jeabin Lee, Kwanho Kim, Seung-Jin ...
EGH
2007
Springer
14 years 16 days ago
Practical logarithmic rasterization for low-error shadow maps
Logarithmic shadow maps can deliver the same quality as competing shadow map algorithms with substantially less storage and bandwidth. We show how current GPU architectures can be...
Brandon Lloyd, Naga K. Govindaraju, Steven E. Moln...