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- research-articleNovember 2015
Masked depth culling for graphics hardware
ACM Transactions on Graphics (TOG), Volume 34, Issue 6Article No.: 188, Pages 1–9https://doi.org/10.1145/2816795.2818138Hierarchical depth culling is an important optimization, which is present in all modern high performance graphics processors. We present a novel culling algorithm based on a layered depth representation, with a per-sample mask indicating which layer ...
- posterNovember 2012
A new error metric for geometric shape distortion using depth values from orthographic projections
IVCNZ '12: Proceedings of the 27th Conference on Image and Vision Computing New ZealandPages 388–393https://doi.org/10.1145/2425836.2425911Euclidean-based distance metrics are commonly used for measuring geometric shape distortions of 3D models, but have several drawbacks. They have strict requirements regarding model representation and usually necessitate expensive surface sampling or ...
- research-articleDecember 2009
GPU accelerated isosurface volume rendering using depth-based coherence
SIGGRAPH ASIA '09: ACM SIGGRAPH ASIA 2009 PostersArticle No.: 42, Page 1https://doi.org/10.1145/1666778.1666820With large scientific and medical datasets, visualization tools have trouble maintaining a high enough frame-rate to remain interactive. In this paper, we present a novel GPU based system that permits visualization of isosurfaces in large data sets in ...
- articleMarch 2005
An Efficient Method for Dynamic Shadow Texture Generation
IEICE - Transactions on Information and Systems (TROIS), Volume E88-D, Issue 3Pages 671–674https://doi.org/10.1093/ietisy/e88-d.3.671We propose a novel shadow texture generation method with linear processing time using a shadow depth buffer (SZ-Buffer). We also present a method that achieves further speedup using temporal coherence. If the transition between dynamic and static state ...
- research-articleJanuary 2002
Reconstruction of Three-Dimensional Objects through Matching of Their Parts
IEEE Transactions on Pattern Analysis and Machine Intelligence (ITPM), Volume 24, Issue 1Pages 114–124https://doi.org/10.1109/34.982888The problem of reassembling an object from its parts or fragments has never been addressed with a unified computational approach, which depends on the pure geometric form of the parts and not application-specific features. We propose a method for the ...
- research-articleMarch 2001
Virtual Archaeologist: Assembling the Past
IEEE Computer Graphics and Applications (ICGA), Volume 21, Issue 2Pages 53–59https://doi.org/10.1109/38.909015This article describes a semi-automatic system for the reconstruction of archaeological finds from their fragments. Virtual Archaeologist is a system that uses computer graphics to calculate a measure of complementary matching between scanned data and ...
- ArticleSeptember 1992
M-buffer: a flexible MISD architecture for advanced graphics
Contemporary graphics architectures are based on a hardware-supported geometric pipeline, a rasterizer, a z-buffer and two frame buffers. Additional pixel memory is used for alpha blending and for storing logical information. Although their ...
- chapterJuly 1985
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85: Proceedings of the 12th annual conference on Computer graphics and interactive techniquesJuly 1985, Pages 31–40https://doi.org/10.1145/325334.325171This paper presents a comprehensive method to calculate object to object diffuse reflections within complex environments containing hidden surfaces and shadows. In essence, each object in the environment is treated as a secondary light source. The ...
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ACM SIGGRAPH Computer Graphics: Volume 19 Issue 3