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RT
2004
Springer
14 years 3 months ago
Rendering Procedural Terrain by Geometry Image Warping
We describe an approach for rendering large terrains in real-time. A digital elevation map defines the rough shape of the terrain. During rendering, procedural geometric and text...
Carsten Dachsbacher, Marc Stamminger
RT
2004
Springer
14 years 3 months ago
Anti-aliasing and Continuity with Trapezoidal Shadow Maps
This paper proposes a new shadow map technique termed trapezoidal shadow maps to calculate high quality shadows in real-time applications. To address the resolution problem of the...
Tobias Martin, Tiow Seng Tan
RT
2004
Springer
14 years 3 months ago
Light Space Perspective Shadow Maps
In this paper, we present a new shadow mapping technique that improves upon the quality of perspective and uniform shadow maps. Our technique uses a perspective transform specifi...
Michael Wimmer, Daniel Scherzer, Werner Purgathofe...
EGH
2004
Springer
14 years 1 months ago
Efficient partitioning of fragment shaders for multiple-output hardware
Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split...
Tim Foley, Mike Houston, Pat Hanrahan
SGP
2004
14 years 6 days ago
Simplification and Improvement of Tetrahedral Models for Simulation
Most 3D mesh generation techniques require simplification and mesh improvement stages to prepare a tetrahedral model for efficient simulation. We have developed an algorithm that ...
Barbara Cutler, Julie Dorsey, Leonard McMillan