Recent advances in graphics architecture focus on improving texture performance and pixel processing. These have paralleled advances in rich pixel shading algorithms for realistic images. However, applications that require significantly more geometry processing than pixel processing suffer due to limited resource being devoted to the geometry processing part of the graphics pipeline. We present an algorithm to improve the effective geometry processing performance without adding significant hardware. This algorithm computes a representation for geometry that reduces the bandwidth required to transmit it to the graphics subsystem. It also reduces the total geometry processing requirement by increasing the effectiveness of the vertex cache. A ...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
The maximum compression, efficient transmission and fast rendering of geometric models is a complex ...
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex ...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and v...
International audienceIn this paper, we propose a novel prediction tool for improving the compressio...
We present a vertex compression technique suitable for efficient decompression on graphics hardware....
Voxel-based approaches are today’s standard to encode volume data. Recently, directed acyclic graphs...
Three dimensional (3D) graphics applications have become very important workloads running on today’s...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
The maximum compression, efficient transmission and fast rendering of geometric models is a complex ...
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex ...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and v...
International audienceIn this paper, we propose a novel prediction tool for improving the compressio...
We present a vertex compression technique suitable for efficient decompression on graphics hardware....
Voxel-based approaches are today’s standard to encode volume data. Recently, directed acyclic graphs...
Three dimensional (3D) graphics applications have become very important workloads running on today’s...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
The maximum compression, efficient transmission and fast rendering of geometric models is a complex ...
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex ...