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Showing 1 to 14 of 14 for “"Rasterization"”.

  1. Performance Improvements for the Rasterization Pipeline

    … present several new algorithms targeted for the rasterization pipeline, which is, at the time of writing, the de-facto standard rendering algorithm used in graphics hardware. We focus on three areas in the pipeline. The first is the rasterization step where we present efficient sampling …

    lund Repository record for Performance Improvements for the Rasterization Pipeline (opens in a new tab)

  2. An Analysis of Real-Time Ray Tracing Techniques Using the Vulkan® Explicit API

    … targeting real-time performance. Traditionally, rasterization-based approaches have dominated the real-time sector. Other algorithms were simply too slow to compete on consumer graphics hardware. With the addition of hardware support for ray-intersection calculations on modern GPUs, hybrid ray …

    calpoly Repository record for An Analysis of Real-Time Ray Tracing Techniques Using the Vulkan® Explicit API (opens in a new tab)

  3. GPU-Accelerated Point-Based Color Bleeding

    … our contribution incorporates GPU-accelerated rasterization into the cube-face raster phase. The goal is to leverage the powerful rasterization capabilities of modern graphics processors in order to speed up the PBCB algorithm over standard software rasterization. Additionally, we contribute a …

    calpoly Repository record for GPU-Accelerated Point-Based Color Bleeding (opens in a new tab)

  4. Optimized ray tracing for real time use without hardware accelerators

    … streams of high fidelity images. For decades rasterization was the rendering technique of choice because it is fast and produces high quality images. However, in recent years graphics hardware has begun including specialized cores to accelerate ray tracing, an alternative rendering solution to …

    vt Repository record for Optimized ray tracing for real time use without hardware accelerators (opens in a new tab)

  5. Screen Space Reflection Techniques

    … quality than other rendering techniques, such as rasterization techniques, but at a much higher computational cost. Screen Space Reflection (SSR) is a group of approximation techniques that utilize data already generated by common rasterization techniques, such as deferred shading, to produce …

    regina Repository record for Screen Space Reflection Techniques (opens in a new tab)

  6. Accelerating Graphics Rendering on RISC-V GPUs

    … cores and supporting fixed function hardware for rasterization, texture sampling, and render output tasks. This balance enables GPUs to be used for general purpose computing and still remain adept at graphics rendering. Previous work at the Georgia Institute of Technology has been done to …

    calpoly Repository record for Accelerating Graphics Rendering on RISC-V GPUs (opens in a new tab)

  7. Efficient Ray Tracing For Mobile Devices

    … of OpenGL ES and use a graphics technique called rasterization, a simple concept that yields good performance without sacrificing graphic quality. However, rasterization cannot easily handle some physical phenomena of light (i.e. reflection and refraction). In order to support such effects, the …

    arkansas Repository record for Efficient Ray Tracing For Mobile Devices (opens in a new tab)

  8. Socioeconomic topography : inner city economic development and Geographic Information Systems

    … A map that shows socioeconomic phenomena via rasterization and smoothing processing is called "socioeconomic topography" here. Just as conventional topography shows us geographical features, socioeconomic topography illustrates the spatial pattern and clustering of socioeconomic features of a …

    mit Repository record for Socioeconomic topography : inner city economic development and Geographic Information Systems (opens in a new tab)

  9. Printing the invisible : bridging the gap between data and matter through voxel-based 3D printing

    … various data sets - often visualized through rasterization on screen - can be translated into physical, materially heterogeneous objects, by means of multi-material, voxel-based 3D printing. This workflow - its related tools, techniques and technologies contained herein - enables bridging the …

    mit Repository record for Printing the invisible : bridging the gap between data and matter through voxel-based 3D printing (opens in a new tab)

  10. Efficient shadow algorithms on graphics hardware

    … rapidly rejecting non-silhouette pixels during rasterization. Second, we present a method for the real-time rendering of soft shadows. Our approach builds on the shadow map algorithm by attaching geometric primitives that we call smoothies to the objects' silhouettes. The smoothies give rise to …

    mit Repository record for Efficient shadow algorithms on graphics hardware (opens in a new tab)

  11. The texture shading cache : an approach to asynchronous interactive illumination

    … shading computations from the traditional rasterization-based rendering process through the creation of a texture cache which is kept updated asynchronously at runtime. A simple scheduler determines which shading computations are computed asynchronously and which are effected in lock-step …

    malta Repository record for The texture shading cache : an approach to asynchronous interactive illumination (opens in a new tab)

  12. Wavelets In Real-time Rendering

    … in graphics hardware have enabled real-time rasterization of complex scenes under artificial lighting environment. Meanwhile, pre-computation based soft shadow algorithms are proven effective under low-frequency lighting environment. Under the most practical yet popular all-frequency natural …

    ucf

  13. Interactive rendering techniques for focus+context visualization of 3D geovirtual environments

    … dedicated parallel processors (GPUs) for rasterization of computer graphics primitives are used. For this purpose, the design and implementation of appropriate data structures and rendering pipelines are necessary. The contribution of this work comprises the following five real-time …

    potsdam-diss Repository record for Interactive rendering techniques for focus+context visualization of 3D geovirtual environments (opens in a new tab)

  14. A Volume Rendering Engine for Desktops, Laptops, Mobile Devices and Immersive Virtual Reality Systems using GPU-Based Volume Raycasting

    … and multi-pass rendering for backface depth rasterization. VIPRE is going to be released with examples and documentation to help lower the barrier to entry for novice developers. It is going to be released under licensing terms allowing use in both academic and commercial communities.</p> …

    iastate Repository record for A Volume Rendering Engine for Desktops, Laptops, Mobile Devices and Immersive Virtual Reality Systems using GPU-Based Volume Raycasting (opens in a new tab)