Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth and latency often bounds performance in current graphics architectures. Bandwidth consumption can be reduced by compressing the texture map or by using a cache. However, the way a texture map occupies memory and how it is accessed affects the pattern of memory accesses, which in turn affects cache performance. Thus texture compression schemes and cache architectures must be designed in conjunction with each other. We define a sparse texture to be a texture where a substantial percentage of the texture is constant. Sparse textures are of interest as they occur often, and they are used as parts of more general textu...
International audienceInteractive rendering often requires the use of simplified shading algorithms ...
This thesis investigates a memory-efficient representation of highly detailed geometry in 3D voxel g...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth an...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
We present texture cache approximation as a method for using ex-isting hardware on GPUs to eliminate...
This column examines the texture cache, an essential component of modern GPUs that plays an importan...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
Traditional graphics hardware architectures implement what we call the push architecture for texture...
Abstract — With increasing interest in sophisticated graphics capabilities in mobile systems, energy...
The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily o...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
The computation power from graphics processing units (GPUs) has become prevalent in many fields of c...
Sparse matrix-vector multiplication is an integral part of many scientific algorithms. Several studi...
International audienceInteractive rendering often requires the use of simplified shading algorithms ...
This thesis investigates a memory-efficient representation of highly detailed geometry in 3D voxel g...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth an...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
We present texture cache approximation as a method for using ex-isting hardware on GPUs to eliminate...
This column examines the texture cache, an essential component of modern GPUs that plays an importan...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
Traditional graphics hardware architectures implement what we call the push architecture for texture...
Abstract — With increasing interest in sophisticated graphics capabilities in mobile systems, energy...
The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily o...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
The computation power from graphics processing units (GPUs) has become prevalent in many fields of c...
Sparse matrix-vector multiplication is an integral part of many scientific algorithms. Several studi...
International audienceInteractive rendering often requires the use of simplified shading algorithms ...
This thesis investigates a memory-efficient representation of highly detailed geometry in 3D voxel g...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...