Graphics operations consist of two broad operations. The first, which we refer to here as vertex operations, consists of transformation, lighting, primitive assembly, and so forth. The second, which we refer to as pixel or fragment operations, consist of rasterization, texturing, scissoring, blending, and fill. Overall GPU rendering performance is a function of throughput of both these interdependent stages: if one stage is slower than the other, the faster stage will be forced to run more slowly and overall rendering performance will be adversely affected. This relationship is commutative: if the later stage has a greater workload than the earlier stage, the earlier stage will be forced to 'slow down.' For example, a large triangle that co...
With each computer game generation there is always a demand for more visually pleasing environments....
Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hard...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
Background. Modern game applications pressures hardware to its limits, and affects how graphics hard...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
textRendering in computer graphics is the process of converting a three dimensional scene descriptio...
Computer generated imagery is used in a wide range of disciplines, each with different requirements....
Background. In this experiment forward, deferred and tile-based forward rendering techniques are imp...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
The game industry have always looked for rendering techniques that makes the games as good looking a...
The purpose of this thesis is to investigate performance aspects of layered displacement blending; a...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Background. Rendering planets with high detail from orbit to surface level is becoming increasingly ...
Evaluation of rendering performance is crucial when selecting or developing algorithms, but challeng...
Traditionally graphics clusters have been employed in real-time visualization of large geometric mod...
With each computer game generation there is always a demand for more visually pleasing environments....
Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hard...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
Background. Modern game applications pressures hardware to its limits, and affects how graphics hard...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
textRendering in computer graphics is the process of converting a three dimensional scene descriptio...
Computer generated imagery is used in a wide range of disciplines, each with different requirements....
Background. In this experiment forward, deferred and tile-based forward rendering techniques are imp...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
The game industry have always looked for rendering techniques that makes the games as good looking a...
The purpose of this thesis is to investigate performance aspects of layered displacement blending; a...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Background. Rendering planets with high detail from orbit to surface level is becoming increasingly ...
Evaluation of rendering performance is crucial when selecting or developing algorithms, but challeng...
Traditionally graphics clusters have been employed in real-time visualization of large geometric mod...
With each computer game generation there is always a demand for more visually pleasing environments....
Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hard...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...