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» An optimal algorithm to generate tilings
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VIS
2004
IEEE
135views Visualization» more  VIS 2004»
14 years 9 months ago
Adaptive 4-8 Texture Hierarchies
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced base...
Kenneth I. Joy, Lok M. Hwa, Mark A. Duchaineau
IEEEPACT
2009
IEEE
14 years 2 months ago
Automatic Tuning of Discrete Fourier Transforms Driven by Analytical Modeling
—Analytical models have been used to estimate optimal values for parameters such as tile sizes in the context of loop nests. However, important algorithms such as fast Fourier tr...
Basilio B. Fraguela, Yevgen Voronenko, Markus P&uu...
JGTOOLS
2006
72views more  JGTOOLS 2006»
13 years 8 months ago
Efficient Generation of Poisson-Disk Sampling Patterns
Poisson Disk sampling patterns are of interest to the graphics community because their blue-noise properties are desirable in sampling patterns for rendering, illumination, and ot...
Thouis R. Jones
VIS
2007
IEEE
126views Visualization» more  VIS 2007»
14 years 9 months ago
A Unified Paradigm for Scalable Multi-Projector Displays
We present a general framework for the modeling and optimization of scalable multi-projector displays. Based on this framework, we derive algorithms that can robustly optimize the ...
Niranjan Damera-Venkata, Nelson L. Chang, Jeffre...
EGH
2004
Springer
14 years 1 months ago
A hierarchical shadow volume algorithm
The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as t...
Timo Aila, Tomas Akenine-Möller