Sciweavers

71 search results - page 11 / 15
» Hexagonal Raster for Computer Graphic
Sort
View
PG
2003
IEEE
14 years 22 days ago
Voxelization in Common Sampling Lattices
In this paper we introduce algorithms to voxelize polygonal meshes in common sampling lattices. In the case of Cartesian lattices, we complete the separability and minimality proo...
Haris Widjaya, Torsten Möller, Alireza Enteza...
SIGGRAPH
2010
ACM
13 years 12 months ago
Reducing shading on GPUs using quad-fragment merging
Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to...
Kayvon Fatahalian, Solomon Boulos, James Hegarty, ...
CGF
2004
94views more  CGF 2004»
13 years 7 months ago
Hardware-Accelerated Rendering of Photo Hulls
This paper presents an efficient hardware-accelerated method for novel view synthesis from a set of images or videos. Our method is based on the photo hull representation, which i...
Ming Li, Marcus A. Magnor, Hans-Peter Seidel
CGI
2003
IEEE
14 years 23 days ago
Ray Tracing Height Fields
We present a novel surface reconstruction algorithm which can directly reconstruct surfaces with different levels of smoothness in one framework from height fields using 3D discr...
Huamin Qu, Feng Qiu, Nan Zhang 0011, Arie E. Kaufm...
GI
2004
Springer
14 years 25 days ago
Realtime Ray Tracing for Current and Future Games
: Recently, realtime ray tracing has been developed to the point where it is becoming a possible alternative to the current rasterization approach for interactive 3D graphics. With...
Jörg Schmittler, Daniel Pohl, Tim Dahmen, Chr...