We describe a new dynamic level-of-detail (LOD) technique that allows real-time rendering of large tetrahedral meshes. Unlike approaches that require hierarchies of tetrahedra, ou...
We present a sampling strategy and rendering framework for intersectable models, whose surface is implicitly defined by a black box intersection test that provides the location a...
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, ...
We present a simple method for rendering directly from compressed textures in hardware and software rendering systems. Textures are compressed using a vector quantization (VQ) met...
These latest years witnessed an impressive improvement of graphics hardware both in terms of features and in terms of computational power. This improvement can be easily observed ...
Guido Ranzuglia, Paolo Cignoni, Fabio Ganovelli, R...