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Occlusion culling using a traditional hierarchical depth buffer, or z-pyramid, is less effective when rendering with motion blur. We present a new data structure, the tz-pyramid, that extends the traditional z-pyramid to represent scene depth values in time. This temporal information improves culling efficacy when rendering with motion blur. The tz-pyramid(More)
In this paper we describe an algorithm and hardware for the tessellation of polynomial surfaces. While conventional forward difference-based tessellation is subject to round off error and cracking, our algorithm produces a bit-for-bit consistent triangle mesh across multiple independently tessellated patches. We present tessellation patterns that exploit(More)
Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function(More)
We present a novel method for real-time rendering of subdivision surfaces whose goal is to make subdivision faces as easy to render as triangles, points, or lines. Our approach uses standard GPU tessellation hardware and processes each face of a base mesh independently, thus allowing an entire model to be rendered in a single pass. The key idea of our(More)
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