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Hardware Rendering
Thursday, 25 July
10:30 am - 12:15 pm
Room 217BCD
Session Chair: Mark Elendt, Side Effects Software
Hardware-Accelerated Texture and Edge Antialiasing
Using FIR Filters
Novel texture and edge-antialiasing algorithms for hardware
implementation. Compared to traditional methods, these
algorithms yield superb image quality at no higher costs.
Frans Peters
Philips Research
frans.peters@philips.com
Bart Barenbrug
Koen Meinds
Philips Research
Spatial Bi-Directional Reflectance Distribution Functions
A method to simultaneously measure the BRDF at each point
on a surface, compactly represent the results as a texture
map, and render these surfaces in graphics hardware.
David K. McAllister
University of North Carolina at Chapel Hill
davemc@cs.unc.edu
Benjamin P. Cloward
Vicious Cycle Software
Anselmo A. Lastra
University of North Carolina at Chapel Hill
Wolfgang Heidrich
The University of British Columbia
Curvature-Driven Sampling of Displacement Maps
An algorithm for adaptive re-meshing of a displaced surface
depending on the curvature of the displacement map.
Johannes Hirche
Universität Tübingen
Alexander Ehlert
Universität Tübingen
User-Customizable Real-Time Fur
This sketch outlines a number of advances to the shell
and fin-based fur rendering technique by Lengyel et al,
using the pixel and vertex shader capabilities of 3D hardware.
Jason L. Mitchell
ATI Research, Inc.
JasonM@ati.com
John Isidoro
ATI Research, Inc.
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