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.





Summaries of SIGGRAPH 2002 Sketches & Applications are available in the SIGGRAPH 2002 Conference Abstracts and Applications
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