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Delay streams for graphics hardware
2003
ACM Transactions on Graphics
Many well-known problems, such as occlusion culling, order-independent transparency and edge antialiasing cannot be properly solved using the traditional causal rendering architectures, because future ...
As a result, the triangle may be culled by primitives that were submitted after it. ...
Acknowledgments We would like to express our gratitude for the support provided by the R&D teams of Hybrid Graphics and Bitboys. ...
doi:10.1145/882262.882347
fatcat:p3laet42o5cjjn3vw6nzztejqe
Delay streams for graphics hardware
2003
ACM SIGGRAPH 2003 Papers on - SIGGRAPH '03
Many well-known problems, such as occlusion culling, order-independent transparency and edge antialiasing cannot be properly solved using the traditional causal rendering architectures, because future ...
As a result, the triangle may be culled by primitives that were submitted after it. ...
Acknowledgments We would like to express our gratitude for the support provided by the R&D teams of Hybrid Graphics and Bitboys. ...
doi:10.1145/1201775.882347
fatcat:htg6nv5xdzfvfblr54b7p54squ
Coarse Pixel Shading
[article]
2014
High Performance Graphics
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. ...
Our architecture introduces different mechanisms for programmable control of the shading rate, which enables efficient shading in several scenarios, e.g., rendering for high pixel density displays, foveated ...
Tomas Akenine-Möller is a Royal Swedish Academy of Sciences Research Fellow supported by a grant from the Knut and Alice Wallenberg foundation. ...
doi:10.2312/hpg.20141089
fatcat:ohbf35aujrg2rc6mj3ulfoxs3a
High Quality Splatting and Volume Synthesis
[chapter]
2003
Data Visualization
Our recent improvements to volume rendering using splatting allow for an accurate functional reconstruction and volume integration, occlusion-based acceleration, post-rendering classification and shading ...
Discussions on appropriate volume models for effective usage of these techniques is also presented. ...
ACKNOWLEDGEMENT We would like to acknowledge funding for this work from the DOE ASCI program and an NSF Career Award received by Dr. Roger Crawfis. ...
doi:10.1007/978-1-4615-1177-9_9
fatcat:cbi4q2vd4rdpdpnccmhl4hty3e
ABSTRACTING LOW-LEVEL APIS FOR CROSS-PLATFORM GRAPHICS APPLICATION DEVELOPMENT
ABSTRAGIROVANIE NIZKOUROVNEVYKh API PRI SOZDANII KROSSPLATFORMENNYKh GRAFIChESKIKh PRILOZhENII
2014
Vestnik komp iuternykh i informatsionnykh tekhnologii
ABSTRAGIROVANIE NIZKOUROVNEVYKh API PRI SOZDANII KROSSPLATFORMENNYKh GRAFIChESKIKh PRILOZhENII
3 and the Nintendo Wii, dealing with the vastly different platform architectures. ...
Therefore, the first part of the thesis focuses on the design and implementation of a rendering engine for major current-gen platforms, such as Microsoft Windows, the Microsoft XBox360, Sony's PlayStation ...
Additionally, high-level features allow the developer to use e.g. lighting effects, shadowing algorithms, post-processing effects and many more with only a few lines of code out of the box. ...
doi:10.14489/vkit.2014.08.pp.011-016
fatcat:haexayusvnfe3pf7dmo6oldija
Automatic pre-tessellation culling
2009
ACM Transactions on Graphics
The obtained bounds are used for backface, view frustum, and occlusion culling before tessellation. ...
We introduce an algorithm for automatically computing tight positional and normal bounds on the fly for a base primitive. ...
ACKNOWLEDGMENTS Thanks to Natalya Tatarchuck for giving us access to the ninja model. ...
doi:10.1145/1516522.1516530
fatcat:kmqmtg7sgrgtxakldpk7f253lu
A Flexible Simulation Framework for Graphics Architectures
[article]
2004
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware - HWWS '04
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. ...
We are developing Qsilver, a highly configurable micro-architectural simulator of the GPU that uses the Chromium system's ability to intercept and redirect an OpenGL stream. ...
For example, we plan in future work to explore the effects of Z min culling [2] and Zmax or hierarchical Z-buffer culling [5, 11] . ...
doi:10.2312/eggh/eggh04/085-094
fatcat:2isnbyukbrda3byflqbge7ptr4
A flexible simulation framework for graphics architectures
2004
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware - HWWS '04
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. ...
We are developing Qsilver, a highly configurable micro-architectural simulator of the GPU that uses the Chromium system's ability to intercept and redirect an OpenGL stream. ...
For example, we plan in future work to explore the effects of Z min culling [2] and Zmax or hierarchical Z-buffer culling [5, 11] . ...
doi:10.1145/1058129.1058142
fatcat:6rmxultvi5b5jaedaprjnsdoxi
An Educational Tool based on Virtual Construction Site Visit Game
2017
Modern Applied Science
Unity, a cross-platform game engine, is used as the development platform for this research project. The architecture, mechanism and the implementation are described in detail in this paper. ...
The effectiveness of this active learning method is investigated by the feedback from two groups of students using a questionnaire. ...
Occlusion Culling and Occlusion Query are used to obtain faster rendering effects. ...
doi:10.5539/mas.v11n8p47
fatcat:c4camqim6zgetpwhkco4rmnuru
A Lazy Object-Space Shading Architecture With Decoupled Sampling
[article]
2010
High Performance Graphics
Thus we perform object-space shading that efficiencly supports motion and defocus blur, but do not require micropolygons to achieve a shading rate of one sample per pixel. ...
We find that in comparison to a Reyes micropolygon rendering pipeline, decoupling geometric sampling rate from shading rate permits the use of meshes containing an order of magnitude fewer vertices with ...
We also especially thank Solomon Boulos, Pat Hanrahan and the Stanford Graphics Lab for advise and for providing access to crucial source code and test scenes. ...
doi:10.2312/eggh/hpg10/019-028
fatcat:via7nxksqvaabmwsx2sutawsfe
Modeling the Appearance and Behavior of Urban Spaces
[article]
2009
Eurographics State of the Art Reports
A reader will be well versed in the key problems and current solution methods. ...
., Google Earth/Maps, Microsoft Visual Earth) has fomented a significant amount of research in computer graphics and in a number of applications in urban planning, emergency management, and visualization ...
We also thank Eric Bruneton, Bernard Frisher, Aaron Hertzmann, Paul Merrell, Tan Ping, the Corbis database and Procedural Inc. for their images, and the anonymous reviewers for their valuable feedback. ...
doi:10.2312/egst.20091059
fatcat:bwlrkihernbxlgwcaiim4rxwpi
A video-based rendering acceleration algorithm for interactive walkthroughs
2000
Proceedings of the eighth ACM international conference on Multimedia - MULTIMEDIA '00
The resulting system has been implemented and used for an interactive walkthrough of a model of a house with 260,000 polygons and realistic lighting and textures. ...
We present a new approach for faster rendering of large synthetic environments using video-based representations. ...
We are particularly grateful to the UNC Walkthrough team for allowing us access to the CAD model of the house and for providing infrastructure and model-translation assistance. ...
doi:10.1145/354384.354431
dblp:conf/mm/WilsonLYYM00
fatcat:xbnr5uqn5vbzjdldqzmrossex4
Music Driven Real-Time 3D Concert Simulation
[chapter]
2006
Lecture Notes in Computer Science
Most of the PC-based music visualization tools employ visual effects such as bars, waves and particle animations. ...
In this work we define a new music visualization scheme that aims to create life-like interactive virtual environment which simulates concert arena by combining different research areas such as crowd animation ...
Other well-known techniques such as frustum-culling, limited occlusion-culling and back-face culling are also used to increase rendering performance. ...
doi:10.1007/11848035_51
fatcat:stx3xlanrnfz3mhqx3ra2l6jmu
A4
2013
ACM Transactions on Graphics
Since our system consists of an extensive code base, it will be released to the public for exploration and usage. ...
First, a sparse set of important pixels is created. ...
Tomas is a Royal Swedish Academy of Sciences Research Fellow supported by a grant from the Knut and Alice Wallenberg Foundation. ...
doi:10.1145/2461912.2462015
fatcat:ey47vj7fevatre6bl3keeuwh2u
An Efficient Multi-View Rasterization Architecture
[article]
2006
Symposium on Rendering
We present a novel rasterization architecture that rasterizes each triangle to multiple views simultaneously. ...
We also present an approximate rasterization algorithm that avoids pixel shader evaluations for a substantial amount (up to 95%) of fragments and still maintains high image quality. ...
We would also like to thank Timo Aila, Petrik Clarberg, and Jacob Munkberg for proof reading and for their insightful comments. ...
doi:10.2312/egwr/egsr06/061-072
fatcat:y2a4g3mgmrbntgf7v6bxzjvvtm
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