Zobrazeno 1 - 10
of 11
pro vyhledávání: '"Quirin Meyer"'
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 5:1-16
Compression of vertex attributes is crucial to keep bandwidth requirements in real-time rendering low. We present a method that encodes any given number of blend attributes for skinning at a fixed bit rate while keeping the worst-case error small. Ou
Publikováno v:
Computer Graphics Forum. 34:205-215
In this paper, we introduce a novel technique for pre-filtering multi-layer shadow maps. The occluders in the scene are stored as variable-length lists of fragments for each texel. We show how this representation can be filtered by progressively merg
Publikováno v:
Computers & Graphics. 37:955-962
Existing GPU antialiasing techniques, such as MSAA or MLAA, focus on reducing aliasing artifacts along silhouette boundaries or edges in image space. However, they neglect aliasing from shading in case of high-frequency geometric detail. This may lea
Publikováno v:
Computer Graphics Forum. 31:2541-2553
We propose a lossless, single-rate triangle mesh topology codec tailored for fast data-parallel GPU decompression. Our compression scheme coherently orders generalized triangle strips in memory. To unpack generalized triangle strips efficiently, we p
Publikováno v:
Computer Graphics Forum. 29:1854-1864
In this paper we address the problem of optimal centre placement for scattered data approximation using radial basis functions (RBFs) by introducing the concept of floating centres. Given an initial least-squares solution, we optimize the positions a
Publikováno v:
Computer Graphics Forum. 29:1405-1409
In this paper we analyze normal vector representations. We derive the error of the most widely used representation, namely 3D floating-point normal vectors. Based on this analysis, we show that, in theory, the discretization error inherent to single
Publikováno v:
IEEE transactions on visualization and computer graphics. 19(9)
Hardware tessellation is one of the latest GPU features. Triangle or quad meshes are tessellated on-the-fly, where the tessellation level is chosen adaptively in a separate shader. The hardware tessellator only generates topology; attributes such as
Publikováno v:
I3D
We present a novel representation for storing sub-triangle signals, such as colors, normals, or displacements directly with the triangle mesh. Signal samples are stored as guided by hardware-tessellation patterns. Thus, we can directly render from ou
Publikováno v:
HPCS
This work presents the design and implementation of a massively parallel 3-SAT solver, specifically targeting random problem instances. Our approach is deterministic and features very little communication overhead and basically no load-balancing cost
Publikováno v:
SI3D
We propose a view-dependent adaptive subdivision algorithm for rendering parametric surfaces on parallel hardware. Our framework allows us to bound the screen space error of a piecewise linear approximation. We naturally assign more primitives to cur