Learn More
c raphics rendering is notoriously compute intensive, particularly for realistic images and fast updates. Demanding applications, such as scientific visualization, CAD, vehicle simulation , and virtual reality, can require hundreds of Mflops of performance and gigabytes per second of memory bandwidth-far beyond the capabilities of a single processor. For(More)
We describe PixelFlow, an architecture for high-speed image generation that overcomes the transformation-and frame-buffer– access bottlenecks of conventional hardware rendering architec-tures. PixelFlow uses the technique of image composition: it distributes the rendering task over an array of identical renderers, each of which computes a fill-screen image(More)
PlxelFlow is an architecture for high-speed, highly realistic image generation, based on the techniques of object-parallelism and image composition, Its initial architecture was described in [MOLN92]. After development by the original team of researchers at the University of North Carolina, and co-development with industry partners, Division Ltd. and(More)
(Under the direction of Anselmo Lastra) For image synthesis in computer graphics, two major approaches for representing a surface's appearance are texture mapping, which provides spatial detail, such as wallpaper, or wood grain; and the 4D bi-directional reflectance distribution function (BRDF) which provides angular detail, telling how light reflects off(More)
This paper introduces the architecture and initial algorithms for Pixel-Planes 5, a heterogeneous multi-computer designed both for high-speed polygon and sphere rendering (1M Phong-shaded triangles/second) and for supporting algorithm and application research in interactive 3D graphics. Techniques are described for volume rendering at multiple frames per(More)
Logarithmic shadow maps can deliver the same quality as competing shadow map algorithms with substantially less storage and bandwidth. We show how current GPU architectures can be modified incrementally to support rendering of logarithmic shadow maps at current GPU fill rates. Specifically, we modify the rasterizer to support rendering to a nonuniform grid(More)
We present a novel shadow map parameterization to reduce perspective aliasing artifacts for both point and directional light sources. We derive the aliasing error equations for both types of light sources in general position. Using these equations we compute tight bounds on the aliasing error. From these bounds we derive our shadow map parameterization,(More)
MARC OLANO: A Programmable Pipeline for Graphics Hardware (Under the direction of Anselmo Lastra) This dissertation demonstrates user-written procedures on an interactive graphics machine. Procedural shading is a proven technique for off-line rendering, and has been effectively used for years in commercials and movies. During most of that time,(More)