This paper summarizes several quality issues of an approach for high-quality filtering with arbitrary filter kernels on PC graphics hardware that has been presented previously. ...
This paper presents a technique for representing and displaying high dynamic-range texture maps (HDRTMs) using current graphics hardware. Dynamic range in real-world environments o...
Jonathan Cohen, Chris Tchou, Tim Hawkins, Paul E. ...
We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous meth...
—In this paper, we describe a novel approach for applying texture mapping to volumetric data sets. In contrast to previous approaches, the presented technique enables a unified i...
Timo Ropinski, Stefan Diepenbrock, Stefan Bruckner...
This paper describes a fast algorithm for the volume conversion and rendering of CSG models constructed from both geometric and volumetric primitives. Using 3D texture mapping and...