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The Setup for Triangle Rasterization (1996)

by Anders Kugler
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Visibility Driven Rasterization

by M. Meißner, D. Bartz, R. Günther, W. Straßer , 2001
"... We present a new visibility driven rasterization scheme that significantly increases the rendering performance of modern graphic subsystems. Instead of rasterizing, texturing, lighting, and depth-testing each individual pixel, we introduce a two-level visibility mask within the rasterization stage w ..."
Abstract - Cited by 5 (1 self) - Add to MetaCart
We present a new visibility driven rasterization scheme that significantly increases the rendering performance of modern graphic subsystems. Instead of rasterizing, texturing, lighting, and depth-testing each individual pixel, we introduce a two-level visibility mask within the rasterization stage which facilitates the removal of groups of pixels and triangles from rasterization and subsequent pipeline stages. Local visibility information...

An effective pixel rasterization pipeline architecture for 3d rendering processors

by Woo-chan Park, Kil-whan Lee, Il-san Kim, Tack-don Han, Sung-bong Yang - IEEE Transactions on Computers , 2003
"... As a 3D scene becomes increasingly complex and the screen resolution increases, the design of effective memory architecture is one of the most important issues for 3D rendering processors. We propose a pixel rasterization architecture, which performs a depth test operation twice, before and after te ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
As a 3D scene becomes increasingly complex and the screen resolution increases, the design of effective memory architecture is one of the most important issues for 3D rendering processors. We propose a pixel rasterization architecture, which performs a depth test operation twice, before and after texture mapping. The proposed architecture eliminates memory bandwidth waste caused by fetching unnecessary obscured texture data, by performing the depth test before texture mapping. The proposed architecture reduces the miss penalties of the pixel cache by using a pre-fetch scheme — that is, a frame memory access, due to a cache miss at the first depth test, is done simultaneously with texture mapping. The proposed pixel rasterization architecture achieves memory bandwidth effectiveness and reduces power consumption, producing high-performance gains. 1.

10th Annual Report 1996 Interactive Graphics Systems Lab (WSI/GRIS)

by W. Straßer (Ed.) , 1996
"... s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 3.3 Recommendation for course combinations . . . . . . . . . . . . . . . . 10 4 Research Activities 11 4.1 Scientific Visualization . . . . . . . . . . . . . . . . . . . . . . . . . . 11 4.2 Particle Systems and Physical Based Modeling ..."
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s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 3.3 Recommendation for course combinations . . . . . . . . . . . . . . . . 10 4 Research Activities 11 4.1 Scientific Visualization . . . . . . . . . . . . . . . . . . . . . . . . . . 11 4.2 Particle Systems and Physical Based Modeling . . . . . . . . . . . . . 15 4.3 Modeling and Visualization of Clothes . . . . . . . . . . . . . . . . . 17 4.4 Global Illumination Techniques . . . . . . . . . . . . . . . . . . . . . 19 4.5 Terrain-Modelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 4.6 Triangulation, Meshgeneration and Meshreduction . . . . . . . . . . 26 4.7 Web-based Graphics Education . . . . . . . . . . . . . . . . . . . . . 31 4.8 Modeling and finite element analysis of the human mandible . . . . . 35 4.9 MEDStation: A PACS Workstation with Integrated CASE tool . . . 38 4.10 Projects and integrated applications of the MEDStation: . . . . . . . 44 4.11 Adaptivity in Direct-Manipulative Graphical Use...

Effects of Gradient Quantization on . . .

by Ioulia Julie Gallinger , 2002
"... ..."
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