The new generation of commodity graphics cards with significant on-board video memory has become widely popular and provides high-performance rendering and flexibility. One of the features to be exploited with this hardware is the use of the on-board video memory to store geometry information. This strategy significantly reduces the data transfer overhead from sending geometry data over the (AGP) bus interface from main memory to the graphics card. However, taking advantage of cached geometry is not a trivial task because the data models often exceed the memory size of the graphics card. In this paper we present a dynamic Cached Geometry Manager (CGM) to address this issue. We show how this technique improves the performance of real-t...
In a wide range of scientific fields, 3D datasets production capabilities have widely evolved in rec...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
We present a technique for efficient management of large textures and its real-time application to g...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
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...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
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...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
In a wide range of scientific fields, 3D datasets production capabilities have widely evolved in rec...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
We present a technique for efficient management of large textures and its real-time application to g...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
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...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
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...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
In a wide range of scientific fields, 3D datasets production capabilities have widely evolved in rec...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
We present a technique for efficient management of large textures and its real-time application to g...