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Hardware Rendering
 
Chair
Hugues Hoppe
Microsoft Research

Displacement Mapping Rendering Hardware Using Adaptive Tessellation
A fast adaptive tessellation algorithm for displacement mapping that is suitable for hardware implementation. It allows highly detailed surfaces to be rendered in real time from simplified meshes.
 
Michael Doggett
Universitat Tübingen
Auf der Morgenstelle 10,C9
WSI/GRIS Tübingen 72076 GERMANY
miked@gris.uni-tuebingen.de


Visibility Driven Rasterization
A new visibility-driven rasterization scheme that significantly increases the rendering performance of modern graphic subsystems for depth complex scenes. The proposed scheme is well-suited for hardware implementation, it can easily be integrated into low-cost rasterizers, and its granularity can vary depending on available real estate.
 
Michael Meissner
WSI/GRIS, Universitat Tübingen
Auf der Morgenstelle 10,C9
Tübingen 72076 GERMANY
meissner@gris.uni-tuebingen.de


Interactive Rendering of Shafts of Light Using a Hardware-Accelerated Volume Rendering Technique
A method for rendering shafts of light at interactive rates. The method uses a hardware-accelerated volume rendering technique. Examples include light beams from spotlights.
 
Yoshinori Dobashi
Hiroshima City University
3-4-1, Ozukahigashi, Asaminami-ku
Hiroshima 731-3194 JAPAN
doba@im.hiroshima-cu.ac.jp

Hardware-Accelerated Silhouette Matching
A hardware-accelerated algorithm for computing the error between a silhouette in an image and the silhouette of a projected 3D model to estimate the camera position.
 
Hendrik Lensch
Max-Planck-Institut für Informatik
Im Stadtwald
Saarbrücken 66123 GERMANY
lensch@mpi-sb.mpg.de

 

 

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