EGGH02: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2002

Permanent URI for this collection


Adaptive Texture Maps

Kraus, Martin
Ertl, Thomas

Resample Hardware for 3D Graphics

Meinds, Koen
Barenbrug, Bart

SaarCOR - A Hardware Architecture for Ray Tracing

Schmittler, Jörg
Wald, Ingo
Slusallek, Philipp

The Ray Engine

Carr, Nathan A.
Hall, Jesse D.
Hart, John C.

Comparing Reyes and OpenGL on a Stream Architecture

Owens, John D.
Khailany, Brucek
Towles, Brian
Dally, William J.

Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware

Chan, Eric
Ng, Ren
Sen, Pradeep
Proudfoot, Kekoa
Hanrahan, Pat

Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware

Dobashi, Yoshinori
Yamamoto, Tsuyoshi
Nishita, Tomoyuki

Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions

McAllister, David K.
Lastra, Anselmo
Heidrich, Wolfgang

Low Latency Photon Mapping Using Block Hashing

Ma, Vincent C. H.
McCool, Michael D.

High-Quality Unstructured Volume Rendering on the PC Platform

Guthe, Stefan
Roettger, Stefan
Schieber, Andreas
Strasser, Wolfgang
Ertl, Thomas

Dependency Graph Scheduling in a Volumetric Ray Tracing Architecture

Frank, S.
Kaufman, A.

Physically-Based Visual Simulation on Graphics Hardware

Harris, Mark J.
Coombe, Greg
Scheuermann, Thorsten
Lastra, Anselmo

VIZARD II: A Reconfigurable Interactive Volume Rendering System

Meißner, M.
Kanus, U.
Wetekam, G.
Hirche, J.
Ehlert, A.
Straßer, W.
Doggett, M.
Forthmann, P.
Proksa, R.


BibTeX (EGGH02: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2002)
@inproceedings{
10.2312:EGGH/EGGH02/007-015,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
Adaptive Texture Maps}},
author = {
Kraus, Martin
 and
Ertl, Thomas
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/007-015}
}
@inproceedings{
10.2312:EGGH/EGGH02/017-026,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
Resample Hardware for 3D Graphics}},
author = {
Meinds, Koen
 and
Barenbrug, Bart
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/017-026}
}
@inproceedings{
10.2312:EGGH/EGGH02/027-036,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
SaarCOR - A Hardware Architecture for Ray Tracing}},
author = {
Schmittler, Jörg
 and
Wald, Ingo
 and
Slusallek, Philipp
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/027-036}
}
@inproceedings{
10.2312:EGGH/EGGH02/037-046,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
The Ray Engine}},
author = {
Carr, Nathan A.
 and
Hall, Jesse D.
 and
Hart, John C.
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/037-046}
}
@inproceedings{
10.2312:EGGH/EGGH02/047-056,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
Comparing Reyes and OpenGL on a Stream Architecture}},
author = {
Owens, John D.
 and
Khailany, Brucek
 and
Towles, Brian
 and
Dally, William J.
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/047-056}
}
@inproceedings{
10.2312:EGGH/EGGH02/069-078,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware}},
author = {
Chan, Eric
 and
Ng, Ren
 and
Sen, Pradeep
 and
Proudfoot, Kekoa
 and
Hanrahan, Pat
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/069-078}
}
@inproceedings{
10.2312:EGGH/EGGH02/099-108,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware}},
author = {
Dobashi, Yoshinori
 and
Yamamoto, Tsuyoshi
 and
Nishita, Tomoyuki
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/099-108}
}
@inproceedings{
10.2312:EGGH/EGGH02/079-088,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions}},
author = {
McAllister, David K.
 and
Lastra, Anselmo
 and
Heidrich, Wolfgang
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/079-088}
}
@inproceedings{
10.2312:EGGH/EGGH02/089-098,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
Low Latency Photon Mapping Using Block Hashing}},
author = {
Ma, Vincent C. H.
 and
McCool, Michael D.
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/089-098}
}
@inproceedings{
10.2312:EGGH/EGGH02/119-125,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
High-Quality Unstructured Volume Rendering on the PC Platform}},
author = {
Guthe, Stefan
 and
Roettger, Stefan
 and
Schieber, Andreas
 and
Strasser, Wolfgang
 and
Ertl, Thomas
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/119-125}
}
@inproceedings{
10.2312:EGGH/EGGH02/127-135,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
Dependency Graph Scheduling in a Volumetric Ray Tracing Architecture}},
author = {
Frank, S.
 and
Kaufman, A.
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/127-135}
}
@inproceedings{
10.2312:EGGH/EGGH02/109-118,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
Physically-Based Visual Simulation on Graphics Hardware}},
author = {
Harris, Mark J.
 and
Coombe, Greg
 and
Scheuermann, Thorsten
 and
Lastra, Anselmo
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/109-118}
}
@inproceedings{
10.2312:EGGH/EGGH02/137-146,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
Thomas Ertl and Wolfgang Heidrich and Michael Doggett
}, title = {{
VIZARD II: A Reconfigurable Interactive Volume Rendering System}},
author = {
Meißner, M.
 and
Kanus, U.
 and
Wetekam, G.
 and
Hirche, J.
 and
Ehlert, A.
 and
Straßer, W.
 and
Doggett, M.
 and
Forthmann, P.
 and
Proksa, R.
}, year = {
2002},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {
10.2312/EGGH/EGGH02/137-146}
}

Browse

Recent Submissions

Now showing 1 - 13 of 13
  • Item
    Adaptive Texture Maps
    (The Eurographics Association, 2002) Kraus, Martin; Ertl, Thomas; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    We introduce several new variants of hardware-based adaptive texture maps and present applications in two, three, and four dimensions. In particular, we discuss representations of images and volumes with locally adaptive resolution, lossless compression of light fields, and vector quantization of volume data. All corresponding texture decoders were successfully integrated into the programmable texturing pipeline of commercial off-the-shelf graphics hardware.
  • Item
    Resample Hardware for 3D Graphics
    (The Eurographics Association, 2002) Meinds, Koen; Barenbrug, Bart; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    Texture mapping is a core technology of current real-time 3D graphics systems. To avoid aliasing artifacts, the texture mapping resample process requires proper filtering. We present a new resample algorithm for twopass forward texture mapping that is suited to an efficient hardware implementation. This method delivers high quality anti-aliased images using filter techniques based on digital signal processing. We use an input sample driven texture resample and filtering algorithm that "splats" the contribution of each input sample (texel) to output samples (pixels). We show how the algorithm can be efficiently implemented in a hardware resample structure. The algorithm is incorporated and tested in a standard 3D graphics pipeline using the OpenGL interface. Our results exhibit better anti-aliasing of textures than anisotropic filtering found in current advanced graphics chips. We also show that the same texture filtering method can be used to implement edge anti-aliasing. Our edge anti-aliasing results show an absence of aliasing on most edges.
  • Item
    SaarCOR - A Hardware Architecture for Ray Tracing
    (The Eurographics Association, 2002) Schmittler, Jörg; Wald, Ingo; Slusallek, Philipp; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    The ray tracing algorithm is well-known for its ability to generate high-quality images and its flexibility to support advanced rendering and lighting effects. Interactive ray tracing has been shown to work well on clusters of PCs and supercomputers but direct hardware support for ray tracing has been difficult to implement. In this paper, we present a new, scalable, modular, and highly efficient hardware architecture for real-time ray tracing. It achieves high performance with extremely low memory bandwidth requirements by efficiently tracing bundles of rays. The architecture is easily configurable to support a variety of workloads. For OpenGL-like scenes our architecture offers performance comparable to state-of-the-art rasterization chips. In addition, it supports all the usual ray tracing features including exact shadows, reflections, and refraction and is capable of efficiently handling complex scenes with millions of triangles. The architecture and its performance in different configurations is analyzed based on cycle-accurate simulations.
  • Item
    The Ray Engine
    (The Eurographics Association, 2002) Carr, Nathan A.; Hall, Jesse D.; Hart, John C.; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray tracing. We are closing this gap with the implementation of ray-triangle intersection as a pixel shader on existing hardware. This GPU ray-intersection implementation reconfigures the geometry engine into a ray engine that efficiently intersects caches of rays for a wide variety of host-based rendering tasks, including ray tracing, path tracing, form factor computation, photon mapping, subsurface scattering and general visibility processing.
  • Item
    Comparing Reyes and OpenGL on a Stream Architecture
    (The Eurographics Association, 2002) Owens, John D.; Khailany, Brucek; Towles, Brian; Dally, William J.; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    The OpenGL and Reyes rendering pipelines each render complex scenes from similar scene descriptions but differ in their internal pipeline organizations. While the OpenGL organization has dominated hardware architectures over the past twenty years, a Reyes organization differs in several important ways from OpenGL, including a shader coordinate system that supports coherent texture accesses, a single shader in the vertex stage, and tessellation and sampling instead of triangle rasterization. Hardware for the OpenGL pipeline has been well-studied, but the lack of a hardware Reyes implementation has prevented a comparison between the two pipelines. We analyze and compare implementations of an OpenGL and a Reyes pipeline on the Imagine stream processor, a high performance programmable processor for media applications. This comparison both demonstrates the applicability of Reyes for hardware implementation and exposes many issues that architects will face in implementing Reyes in hardware, in particular the need for efficient subdivision algorithms and implementations.
  • Item
    Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware
    (The Eurographics Association, 2002) Chan, Eric; Ng, Ren; Sen, Pradeep; Proudfoot, Kekoa; Hanrahan, Pat; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, each of which satisfies the given constraints. Many such partitions exist for a shader, but it is important to find one that renders efficiently. We present Recursive Dominator Split (RDS), a polynomial-time algorithm that uses a cost model to find near-optimal partitions of arbitrarily complex shaders. Using a simulator, we analyze partitions for architectures with different resource constraints and show that RDS performs well on different graphics architectures. We also demonstrate that shader partitions computed by RDS can run efficiently on programmable graphics hardware available today.
  • Item
    Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
    (The Eurographics Association, 2002) Dobashi, Yoshinori; Yamamoto, Tsuyoshi; Nishita, Tomoyuki; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    To create realistic images using computer graphics, an important element to consider is atmospheric scattering, that is, the phenomenon by which light is scattered by small particles in the air. This effect is the cause of the light beams produced by spotlights, shafts of light, foggy scenes, the bluish appearance of the earth s atmosphere, and so on. This paper proposes a fast method for rendering the atmospheric scattering effects based on actual physical phenomena. In the proposed method, look-up tables are prepared to store the intensities of the scattered light, and these are then used as textures. Realistic images are then created at interactive rates by making use of graphics hardware.
  • Item
    Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions
    (The Eurographics Association, 2002) McAllister, David K.; Lastra, Anselmo; Heidrich, Wolfgang; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    We propose texture maps that contain at each texel all the parameters of a Lafortune representation BRDF as a compact, but quite general surface appearance representation. We describe a method for rendering such surfaces rapidly on current graphics hardware and demonstrate the method with real, measured surfaces and hand-painted surfaces. We also propose a method of rendering such spatial bi-directional reflectance distribution functions using prefiltered environment maps. Only one set of maps is required for rendering the different BRDFs stored at each texel over the surface.
  • Item
    Low Latency Photon Mapping Using Block Hashing
    (The Eurographics Association, 2002) Ma, Vincent C. H.; McCool, Michael D.; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest neighbours to a sample point is required. Existing algorithms are often based on recursive spatial subdivision techniques, such as kd-trees. However, hardware implementation of a tree-based algorithm would have a high latency, or would require a large cache to avoid this latency on average. We present a neighbourhood-preserving hashing algorithm that is low-latency and has sub-linear access time. This algorithm is more amenable to fine-scale parallelism than tree-based recursive spatial subdivision, and maps well onto coherent block-oriented pipelined memory access. These properties make the algorithm suitable for implementation using future programmable fragment shaders with only one stage of dependent texturing.
  • Item
    High-Quality Unstructured Volume Rendering on the PC Platform
    (The Eurographics Association, 2002) Guthe, Stefan; Roettger, Stefan; Schieber, Andreas; Strasser, Wolfgang; Ertl, Thomas; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    For the visualization of volume data the application of transfer functions is used widely. In this area the preintegration technique allows high quality visualizations and the application of arbitrary transfer functions. For regular grids, this approach leads to a two-dimensional pre-integration table which easily fits into texture memory. In contrast to this, unstructured meshes require a three-dimensional pre-integration table. As a consequence, the available texture memory limits the resolution of the pre-integration table and the maximum local derivative of the transfer function. Discontinuity artifacts arise if the resolution of the pre-integration table is too low. This paper presents a novel approach for accurate rendering of unstructured grids using the multi-texturing capabilities of commodity PC graphics hardware. Our approach achieves high quality by reconstructing the colors and opacities of the pre-integration table using the high internal precision of the pixel shader. Since we are using standard 2D multi-texturing we are not limited in the size of the pre-integration table. By combining this approach with a hardware-accelerated calculation of the pre-integration table, we achieve both high quality visualizations and interactive classification updates.
  • Item
    Dependency Graph Scheduling in a Volumetric Ray Tracing Architecture
    (The Eurographics Association, 2002) Frank, S.; Kaufman, A.; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    We propose a volumetric ray tracing PCI board which uses FPGA components and on chip memory. In a multiboard system a super volume (i.e., one that is larger than on-board memory) can be either distributed or shared. In a single board system it must be fetched from main memory as needed. In any case the volume is sub-divided into cubic cells and process scheduling has a major impact on the rendering time. There is not generally a scheduling order which would allow each sub-volume to be read from memory only once. We introduce instead a new, compact representation of the cell ray-spawning dependencies of all rays, called Cell Tree. We use this Cell Tree to determine a good processing schedule for the next frame based on the ray dependencies from the previous frame. Experimental results show an average miss reduction of 30%. The main contribution of this paper is the generation of a Cell Tree for ray tracing which collects coherent bundles of rays with very little overhead. This is used to decrease overall memory access in sequences where there is good inter-frame coherence.
  • Item
    Physically-Based Visual Simulation on Graphics Hardware
    (The Eurographics Association, 2002) Harris, Mark J.; Coombe, Greg; Scheuermann, Thorsten; Lastra, Anselmo; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    In this paper, we present a method for real-time visual simulation of diverse dynamic phenomena using programmable graphics hardware. The simulations we implement use an extension of cellular automata known as the coupled map lattice (CML). CML represents the state of a dynamic system as continuous values on a discrete lattice. In our implementation we store the lattice values in a texture, and use pixel-level programming to implement simple next-state computations on lattice nodes and their neighbors. We apply these computations successively to produce interactive visual simulations of convection, reaction-diffusion, and boiling. We have built an interactive framework for building and experimenting with CML simulations running on graphics hardware, and have integrated them into interactive 3D graphics applications.
  • Item
    VIZARD II: A Reconfigurable Interactive Volume Rendering System
    (The Eurographics Association, 2002) Meißner, M.; Kanus, U.; Wetekam, G.; Hirche, J.; Ehlert, A.; Straßer, W.; Doggett, M.; Forthmann, P.; Proksa, R.; Thomas Ertl and Wolfgang Heidrich and Michael Doggett
    This paper presents a reconfigurable, hardware accelerated, volume rendering system for high quality perspective ray casting. The volume rendering accelerator performs ray casting by calculating the path of the ray through the volume using a programmable Xilinx Virtex FPGA which provides fast design changes and low cost development. Volume datasets are stored on the card in low profile DIMMs with standard connectors allowing both, large datasets up to 1 GByte with 32 bit per voxel, and easy upgrades to larger memory capacities. Per-sample Phong shading and post-classification is performed in hardware, giving immediate feedback to changes in the visualization of a dataset. Adding new features, such as pre-integrated classification, can be accomplished using the existing card without expensive and time consuming redesigns. The card can also be used for medical image reconstruction by reconfiguring the FPGA broadening its usefulness for end users. For the first time, users are able to generate high quality perspective images as required for applications such as virtual endoscopy and colonoscopy, and stereoscopic image generation.