EGGH02: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2002
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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 DoggettReal-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 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 DoggettWe 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 Resample Hardware for 3D Graphics(The Eurographics Association, 2002) Meinds, Koen; Barenbrug, Bart; Thomas Ertl and Wolfgang Heidrich and Michael DoggettTexture 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.