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EGH
2010
Springer
13 years 5 months ago
A lazy object-space shading architecture with decoupled sampling
We modify the Reyes object-space shading approach to address two inefficiencies that result from performing shading calculations at micropolygon grid vertices prior to rasterizati...
Christopher A. Burns, Kayvon Fatahalian, William R...
RT
2004
Springer
14 years 25 days ago
Feature-Based Textures
This paper introduces feature-based textures, a new image representation that combines features and samples for high-quality texture mapping. Features identify boundaries within a...
Ganesh Ramanarayanan, Kavita Bala, Bruce Walter
EGH
2004
Springer
14 years 26 days 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
SIGGRAPH
2010
ACM
13 years 12 months ago
Micropolygon ray tracing with defocus and motion blur
We present a micropolygon ray tracing algorithm that is capable of efficiently rendering high quality defocus and motion blur effects. A key component of our algorithm is a BVH (...
Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun Z...
CG
2002
Springer
13 years 7 months ago
BRDC: binary representation of displacement code for line
: In raster graphics, a line is displayed as a sequence of connected pixels that best approximate the line with minimum deviation. The displacement code of a line is a sequence of ...
Lanfang Miao, Xinguo Liu, Qunsheng Peng, Hujun Bao