EGGH00: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2000

Permanent URI for this collection


Algorithms for Division Free Perspective Correct Rendering

Barenbrug, B.
Peters, F.J.
Overveld, C.W.A.M. van

Polygon Rendering on a Stream Architecture

Owens, John D.
Dally, William J.
Kapasi, Ujval J.
Rixner, Scott
Mattson, Peter
Mowery, Ben

Hardware-Accelerated Free-Form Deformation

Chua, Clint
Neumann, Ulrich

Tiled Polygon Traversal Using Half-Plane Edge Functions

McCormack, Joel
McNamara, Robert

Towards Hardware Implementation Of Loop Subdivision

Bischoff, Stephan
Kobbelt, Leif P.
Seidel, Hans-Peter

Towards Interactive Bump Mapping with Anisotropic Shift-Variant BRDFs

Kautz, Jan
Seidel, Hans-Peter

Prefiltered Antialiased Lines Using Half-Plane Distance Functions

McNamara, Robert
McCormack, Joel
Jouppi, Norman P.

Adaptive View Dependent Tessellation of Displacement Maps

Doggett, Michael
Hirche, Johannes

Single-Pass Full-Screen Hardware Accelerated Antialiasing

Lee, Jin-Aeon
Kim, Lee-Sup

Interactive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization

Rezk-Salama, C.
Engel, K.
Bauer, M.
Greiner, G.
Ertl, T.

Tracking Graphics State For Networked Rendering

Buck, Ian
Humphreys, Greg
Hanrahan, Pat

Hybrid Sort-First and Sort-Last Parallel Rendering with a Cluster of PCs

Samanta, Rudrajit
Funkhouser, Thomas
Li, Kai
Singh, Jaswinder Pal

The RACE II Engine for Real-Time Volume Rendering

Ray, Harvey
Silver, Deborah

GI-Cube: An Architecture for Volumetric Global Illumination and Rendering

Dachille, Frank
Kaufman, Arie


BibTeX (EGGH00: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2000)
@inproceedings{
10.2312:EGGH/EGGH00/007-013,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Algorithms for Division Free Perspective Correct Rendering}},
author = {
Barenbrug, B.
 and
Peters, F.J.
 and
Overveld, C.W.A.M. van
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/007-013}
}
@inproceedings{
10.2312:EGGH/EGGH00/023-032,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Polygon Rendering on a Stream Architecture}},
author = {
Owens, John D.
 and
Dally, William J.
 and
Kapasi, Ujval J.
 and
Rixner, Scott
 and
Mattson, Peter
 and
Mowery, Ben
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/023-032}
}
@inproceedings{
10.2312:EGGH/EGGH00/033-039,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Hardware-Accelerated Free-Form Deformation}},
author = {
Chua, Clint
 and
Neumann, Ulrich
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/033-039}
}
@inproceedings{
10.2312:EGGH/EGGH00/015-021,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Tiled Polygon Traversal Using Half-Plane Edge Functions}},
author = {
McCormack, Joel
 and
McNamara, Robert
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/015-021}
}
@inproceedings{
10.2312:EGGH/EGGH00/041-050,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Towards Hardware Implementation Of Loop Subdivision}},
author = {
Bischoff, Stephan
 and
Kobbelt, Leif P.
 and
Seidel, Hans-Peter
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/041-050}
}
@inproceedings{
10.2312:EGGH/EGGH00/051-058,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Towards Interactive Bump Mapping with Anisotropic Shift-Variant BRDFs}},
author = {
Kautz, Jan
 and
Seidel, Hans-Peter
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/051-058}
}
@inproceedings{
10.2312:EGGH/EGGH00/077-086,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Prefiltered Antialiased Lines Using Half-Plane Distance Functions}},
author = {
McNamara, Robert
 and
McCormack, Joel
 and
Jouppi, Norman P.
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/077-086}
}
@inproceedings{
10.2312:EGGH/EGGH00/059-066,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Adaptive View Dependent Tessellation of Displacement Maps}},
author = {
Doggett, Michael
 and
Hirche, Johannes
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/059-066}
}
@inproceedings{
10.2312:EGGH/EGGH00/067-076,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Single-Pass Full-Screen Hardware Accelerated Antialiasing}},
author = {
Lee, Jin-Aeon
 and
Kim, Lee-Sup
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/067-076}
}
@inproceedings{
10.2312:EGGH/EGGH00/109-118,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Interactive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization}},
author = {
Rezk-Salama, C.
 and
Engel, K.
 and
Bauer, M.
 and
Greiner, G.
 and
Ertl, T.
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/109-118}
}
@inproceedings{
10.2312:EGGH/EGGH00/087-095,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Tracking Graphics State For Networked Rendering}},
author = {
Buck, Ian
 and
Humphreys, Greg
 and
Hanrahan, Pat
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/087-095}
}
@inproceedings{
10.2312:EGGH/EGGH00/097-108,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
Hybrid Sort-First and Sort-Last Parallel Rendering with a Cluster of PCs}},
author = {
Samanta, Rudrajit
 and
Funkhouser, Thomas
 and
Li, Kai
 and
Singh, Jaswinder Pal
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/097-108}
}
@inproceedings{
10.2312:EGGH/EGGH00/129-137,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
The RACE II Engine for Real-Time Volume Rendering}},
author = {
Ray, Harvey
 and
Silver, Deborah
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/129-137}
}
@inproceedings{
10.2312:EGGH/EGGH00/119-129,
booktitle = {
SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {
I. Buck and G. Humphreys and P. Hanrahan
}, title = {{
GI-Cube: An Architecture for Volumetric Global Illumination and Rendering}},
author = {
Dachille, Frank
 and
Kaufman, Arie
}, year = {
2000},
publisher = {
The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-257-3},
DOI = {
10.2312/EGGH/EGGH00/119-129}
}

Browse

Recent Submissions

Now showing 1 - 14 of 14
  • Item
    Algorithms for Division Free Perspective Correct Rendering
    (The Eurographics Association, 2000) Barenbrug, B.; Peters, F.J.; Overveld, C.W.A.M. van; I. Buck and G. Humphreys and P. Hanrahan
    Well known implementations for perspective correct rendering of planar polygons require a division per rendered pixel. Such a division is better to be avoided as it is an expensive operation in terms of silicon gates and clock cycles. In this paper we present a family of efficient midpoint algorithms that can be used to avoid division operators. These algorithms do not require more than a small number of additions per pixel. We show how these can be embedded in scan line algorithms and in algorithms that use mipmaps. Experiments with software implementations show that the division free algorithms are a factor of two faster, provided that the polygons are not too small. These algorithms are however most profitable when realised in hardware.
  • Item
    Polygon Rendering on a Stream Architecture
    (The Eurographics Association, 2000) Owens, John D.; Dally, William J.; Kapasi, Ujval J.; Rixner, Scott; Mattson, Peter; Mowery, Ben; I. Buck and G. Humphreys and P. Hanrahan
    The use of a programmable stream architecture in polygon rendering provides a powerful mechanism to address the high performance needs of today s complex scenes as well as the need for flexibility and programmability in the polygon rendering pipeline. We describe how a polygon rendering pipeline maps into data streams and kernels that operate on streams, and how this mapping is used to implement the polygon rendering pipeline on Imagine, a programmable stream processor. We compare our results on a cycleaccurate simulation of Imagine to representative hardware and software renderers.
  • Item
    Hardware-Accelerated Free-Form Deformation
    (The Eurographics Association, 2000) Chua, Clint; Neumann, Ulrich; I. Buck and G. Humphreys and P. Hanrahan
    Hardware-acceleration for geometric deformation is developed in the framework of an extension to the OpenGL specification. The method requires an addition to the front-end of the OpenGL rendering pipeline and an appropriate OpenGL primitive. Our approach is to implement general geometric deformations so the system supports additional layers of abstraction, including physically based simulations. This approach would support a wide range of users with an accelerated implementation of a wellunderstood deformation method, reducing the need for software deformation engines and the execution time penalty associated with them.
  • Item
    Tiled Polygon Traversal Using Half-Plane Edge Functions
    (The Eurographics Association, 2000) McCormack, Joel; McNamara, Robert; I. Buck and G. Humphreys and P. Hanrahan
    Existing techniques for traversing a polygon generate fragments one (or more) rows or columns at a time. (A fragment is all the information needed to paint one pixel of the polygon.) This order is non-optimal for many operations. For example, most frame buffers are tiled into rectangular pages, and there is a cost associated with accessing a different page. Pixel processing is more efficient if all fragments of a polygon on one page are generated before any fragments on a different page. Similarly, texture caches have reduced miss rates if fragments are generated in tiles (and even tiles of tiles) whose size depends upon the cache organization. We describe a polygon traversal algorithm that generates fragments in a tiled fashion. That is, it generates all fragments of a polygon within a rectangle (tile) before generating any fragments in another rectangle. For a single level of tiling, our algorithm requires one additional saved context (the values of all interpolator accumulators, such as Z depth, Red, Green, Blue, etc.) over a traditional traversal algorithm based upon half-plane edge functions. An additional level of tiling requires another saved context for the special case of rectangle copies, or three more for the general case. We describe how to use this algorithm to generate fragments in an optimal order for several common scenarios.
  • Item
    Towards Hardware Implementation Of Loop Subdivision
    (The Eurographics Association, 2000) Bischoff, Stephan; Kobbelt, Leif P.; Seidel, Hans-Peter; I. Buck and G. Humphreys and P. Hanrahan
    We present a novel algorithm to evaluate and render Loop subdivision surfaces. The algorithm exploits the fact that Loop subdivision surfaces are piecewise polynomial and uses the forward difference technique for efficiently computing uniform samples on the limit surface. The main advantage of our algorithm is that it only requires a small and constant amount of memory that does not depend on the subdivision depth. The simple structure of the algorithm enables a scalable degree of hardware implementation. By low-level parallelization of the computations, we can reduce the critical computation costs to a theoretical minimum of about one float[3]- operation per triangle.
  • Item
    Towards Interactive Bump Mapping with Anisotropic Shift-Variant BRDFs
    (The Eurographics Association, 2000) Kautz, Jan; Seidel, Hans-Peter; I. Buck and G. Humphreys and P. Hanrahan
    In this paper a technique is presented that combines interactive hardware accelerated bump mapping with shift-variant anisotropic reflectance models. An evolutionary path is shown how some simpler reflectance models can be rendered at interactive rates on current low-end graphics hardware, and how features from future graphics hardware can be exploited for more complex models. We show how our method can be applied to some well known reflectance models, namely the Banks model,Ward s model, and an anisotropic version of the Blinn-Phong model, but it is not limited to these models. Furthermore, we take a close look at the necessary capabilities of the graphics hardware, identify problems with current hardware, and discuss possible enhancements.
  • Item
    Prefiltered Antialiased Lines Using Half-Plane Distance Functions
    (The Eurographics Association, 2000) McNamara, Robert; McCormack, Joel; Jouppi, Norman P.; I. Buck and G. Humphreys and P. Hanrahan
    We describe a method to compute high-quality antialiased lines by adding a modest amount of hardware to a fragment generator based upon half-plane edge functions. (A fragment contains the information needed to paint one pixel of a line or a polygon.) We surround an antialiased line with four edge functions to create a long, thin, rectangle. We scale the edge functions so that they compute signed distances from the four edges. At each fragment within the antialiased line, the four distances to the fragment are combined and the result indexes an intensity table. The table is computed by convolving a filter kernel with a prototypical line at various distances from the line s edge. Because the convolutions aren t performed in hardware, we can use wider, more complex filters with better high-frequency rejection than the narrow box filter common to supersampling antialiasing hardware. The result is smoother antialiased lines. Our algorithm is parameterized by the line width and filter radius. These parameters do not affect the rendering algorithm, but only the setup of the edge functions. Our algorithm antialiases line endpoints without special handling. We exploit this to paint small blurry squares as approximations to small antialiased round points. We do not need a different fragment generator for antialiased lines, and so can take advantage of all optimizations introduced in the existing fragment generator.
  • Item
    Adaptive View Dependent Tessellation of Displacement Maps
    (The Eurographics Association, 2000) Doggett, Michael; Hirche, Johannes; I. Buck and G. Humphreys and P. Hanrahan
    Displacement Mapping is an effective technique for encoding the high levels of detail found in today s triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps as geometric primitives, will allow highly detailed models to be constructed without requiring large numbers of triangles to be passed from the CPU to the graphics pipeline. We present a new approach based on recursive tessellation that adapts to the surface complexity described by the displacement map. We also ensure that the resolution of the displaced mesh is tessellated with respect to the current view point. Our tessellation scheme performs all tests only on triangle edges to avoid generating cracks on the displaced surface. The main decision for vertex insertion is based on two comparisons involving the average height surrounding the vertices and the normals at the vertices. Individually, the tests will fail to tessellate a mesh satisfactorily, but their combination achieves good results. We propose several additions to the typical hardware rendering pipeline in order to achieve displacement map rendering in hardware. The mesh tessellation is placed within the rendering pipeline so that we can take advantage of the pre-existing vertex transformation units to perform the setup calculations for our view dependent test. Our method adds only simple arithmetic and comparison operations to the graphics pipeline and makes use of existing units for calculations wherever possible.
  • Item
    Single-Pass Full-Screen Hardware Accelerated Antialiasing
    (The Eurographics Association, 2000) Lee, Jin-Aeon; Kim, Lee-Sup; I. Buck and G. Humphreys and P. Hanrahan
    This paper describes a modified A-buffer algorithm and its hardware architecture for single-pass full-screen antialiasing. For storage and management of fragments, a dynamic memory management scheme, which can be efficiently implemented by hardware is introduced. In the fragment resolving stage, a subpixel color-blending scheme that resolves subpixels simultaneously is used to correctly blend transparencies and resolve intersections of polygons in a pixel. A rasterization processor architecture, which can process multiple pixels simultaneously, is also presented.
  • Item
    Interactive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization
    (The Eurographics Association, 2000) Rezk-Salama, C.; Engel, K.; Bauer, M.; Greiner, G.; Ertl, T.; I. Buck and G. Humphreys and P. Hanrahan
    Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use the 2D-texture capabilities of standard PC hardware, usually render object-aligned slices in order to substitute trilinear by bilinear interpolation. However the resulting images often contain visual artifacts caused by the lack of spatial in terpolation.In this paper we propose new rendering techniques that significantly improve both performance and image quality of the 2D-texture based approach. We will show how multi-texturing capabilities of modern consumer PC graphbicosards are exploited to enable in teractive high quality volume visualization on low-cost hardware. Furthermore we demonstrate how multi-stage rasterization hardware can be used to eÆciently render shaded isosurfaces and to compute diffuse illumination for semi-transparent volume rendering at interactive frame rates.
  • Item
    Tracking Graphics State For Networked Rendering
    (The Eurographics Association, 2000) Buck, Ian; Humphreys, Greg; Hanrahan, Pat; I. Buck and G. Humphreys and P. Hanrahan
    As networks get faster, it becomes more feasible to render large data sets remotely. For example, it is useful to run large scientific simulations on remote compute servers but visualize the results of those simulations on one or more local displays. The WireGL project at Stanford is researching new techniques for rendering over a network. For many applications, we can render remotely over a gigabit network to a tiled display with little or no performance loss over running locally. One of the elements of WireGL that makes this performance possible is our ability to track the graphics state of a running application. In this paper, we will describe our techniques for tracking state, as well as efficient algorithms for computing the difference between two graphics contexts. This fast differencing operation allows WireGL to transmit less state data over the network by updating server state lazily. It also allows our system to context switch between multiple graphics applications several million times per second without flushing the hardware accelerator. This results in substantial performance gains when sharing a remote display between multiple clients.
  • Item
    Hybrid Sort-First and Sort-Last Parallel Rendering with a Cluster of PCs
    (The Eurographics Association, 2000) Samanta, Rudrajit; Funkhouser, Thomas; Li, Kai; Singh, Jaswinder Pal; I. Buck and G. Humphreys and P. Hanrahan
    We investigate a new hybrid of sort-first and sort-last approach for parallel polygon rendering, using as a target platform a cluster of PCs. Unlike previous methods that statically partition the 3D model and/or the 2D image, our approach performs dynamic, viewdependent and coordinated partitioning of both the 3D model and the 2D image. Using a specific algorithm that follows this approach, we show that it performs better than previous approaches and scales better with both processor count and screen resolution. Overall, our algorithm is able to achieve interactive frame rates with efficiencies of 55.0% to 70.5% during simulations of a system with 64 PCs. While it does have potential disadvantages in client-side processing and in dynamic data management which also stem from its dynamic, view-dependent nature these problems are likely to diminish with technology trends in the future.
  • Item
    The RACE II Engine for Real-Time Volume Rendering
    (The Eurographics Association, 2000) Ray, Harvey; Silver, Deborah; I. Buck and G. Humphreys and P. Hanrahan
    In this paper, we present the RACE II Engine, which uses a hybrid volume rendering methodology that combines algorithmic and hardware acceleration to maximize ray casting performance relative the total amount of volume memory throughput contained in the system. The challenge for future volume rendering accelerators will be the ability to process higher resolution datasets at over 10Hz without utilizing large-scale, and therefore, expensive designs. The limiting performance factor for large datasets will be the throughput between the volume memory subsystem and computational units. Unfortunately, the throughput between memory devices and computational units does not scale with Moore s law. As a result, memory efficient solutions are needed that maximize the input-output relationship between volume memory throughput and frame rate. The RACE II design utilizes this approach and achieves an input-output relationship of up to 4 x larger than many solutions proposed in literature. As a result, this architecture is well suited for meeting the challenges of next generation datasets.
  • Item
    GI-Cube: An Architecture for Volumetric Global Illumination and Rendering
    (The Eurographics Association, 2000) Dachille, Frank; Kaufman, Arie; I. Buck and G. Humphreys and P. Hanrahan
    The power and utility of volume rendering is increased by global illumination. We present a hardware architecture, GI-Cube, designed to accelerate volume rendering, empower volumetric global illumination, and enable a host of ray-based volumetric processing. The algorithm reorders ray processing based on a partitioning of the volume. A cache enables efficient processing of coherent rays within a hardware pipeline. We study the flexibility and performance of this new architecture using both high and low level simulations.