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RT
2001
Springer
14 years 2 months ago
A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering
: The performance of hardware-based interactive rendering systems is often constrained by polygon fill rates and texture map capacity, rather than polygon count alone. We present a...
Reynald Dumont, Fabio Pellacini, James A. Ferwerda
DATE
2006
IEEE
122views Hardware» more  DATE 2006»
14 years 4 months ago
Power analysis of mobile 3D graphics
— The world of 3D graphics, until recently restricted to high-end workstations and game consoles, is rapidly expanding into the domain of mobile platforms such as cellular phones...
Bren Mochocki, Kanishka Lahiri, Srihari Cadambi
SI3D
2012
ACM
12 years 6 months ago
Decoupled deferred shading for hardware rasterization
In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently...
Gabor Liktor, Carsten Dachsbacher
SI3D
2006
ACM
14 years 4 months ago
Interactive 3D distance field computation using linear factorization
We present an interactive algorithm to compute discretized 3D Euclidean distance fields. Given a set of piecewise linear geometric primitives, our algorithm computes the distance...
Avneesh Sud, Naga K. Govindaraju, Russell Gayle, D...
NPAR
2000
ACM
14 years 2 months ago
Stylized rendering techniques for scalable real-time 3D animation
Researchers in nonphotorealistic rendering (NPR) have investigated a variety of techniques to simulate the styles of artists. Recent work has resulted in methods for pen-and-ink i...
Adam Lake, Carl Marshall, Mark Harris, Marc Blacks...