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We present Glimmer, a new multilevel algorithm for multidimensional scaling designed to exploit modern graphics processing unit (GPU) hardware. We also present GPU-SF, a parallel, force-based subsystem used by Glimmer. Glimmer organizes input into a hierarchy of levels and recursively applies GPU-SF to combine and refine the levels. The multilevel nature of(More)
3dm is a three dimensional (3D) surface modeling program that draws techniques of model manipulation from both CAD and drawing programs and applies them to modeling in an intuitive way. 3dm uses a head-mounted display (HMD) to simplify the problem of 3D model manipulation and understanding. A HMD places the user in the modeling space, making three(More)
Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level(More)
High quality, physically accurate rendering at interactive rates has widespread application, but is a daunting task. We attempt to bridge the gap between high-quality offline and interactive rendering by using existing environment mapping hardware in combination with a novel Image Based Rendering (IBR) algorithm. The primary contribution lies in performing(More)
We introduce Linear Efficient Antialiased Normal (LEAN) Mapping, a method for real-time filtering of specular highlights in bump and normal maps. The method evaluates bumps as part of a shading computation in the tangent space of the polygonal surface rather than in the tangent space of the individual bumps. By operating in a common tangent space, we are(More)
Over the years, there have been two main branches of computer graphics image-synthesis research; one focused on interactivity, the other on image quality. Procedural shading is a powerful tool, commonly used for creating high-quality images and production animation. A key aspect of most procedural shading is the use of a shading language, which allows a(More)
We present the use of mapping functions to automatically generate levels of detail with known error bounds for polygonal models. We develop a piece-wise linear mapping function for each simplification operation and use thii function to measure deviation of the new surface from both the previous level of detail and from the original surface. In addition, we(More)