Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split...
Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly ...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics ...
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly conï¬...
Jeremy W. Sheaffer, David P. Luebke, Kevin Skadron
Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of exist...
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even ...
Real-time graphics hardware continues to offer improved resources for programmable vertex and fragment shaders. However, shader programmers continue to write shaders that require ...
Andrew Riffel, Aaron E. Lefohn, Kiril Vidimce, Mar...