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Hardware Algorithms
Wednesday, 30 July 2003
3:45 - 5:30 pm
Room 29 A-D
Session Chair: Mark Elendt, Side Effects Software, Inc.
MIP-Mapping With Procedural and Texture-Based Magnification
A method for combining MIP-mapping for texture minimization with higher-order interpolation for texture magnification on current consumer-graphics hardware. Magnification, procedural, and texture-based filter kernels are compared.
Markus Hadwiger
Helwig Hauser
Zentrum für Virtual Reality und Visualisierung Forschungs GmbH
msh@vrvis.at
Thomas Theuble
Meister Eduard Groller
Technische Universität Wien
Image-Based Diffuse Lighting Using Visibility Maps
Efficient approximation of image-based diffuse lighting by extracting expensive occlusion computations into a reusable visibility map. The map is used to generate multiple diffuse shaded textures at interactive speeds.
Ivan Neulander
Rhythm & Hues Studios
ivan@rhythm.com
Efficient approximation of image-based diffuse lighting by extracting
expensive occlusion computations into a reusable visibility map. The map is used to generate multiple diffuse shaded textures at
interactive speeds.
The Primal Seas - Water on PlayStation 2
Water and sea effects seen in the PlayStation2 game Primal, culminating in a sea surface with a real-time rendered parabolic-environment map and refracted undersea view.
Andrew Ostler
Sony Computer Entertainment Europe
andrew_ostler@scee.net
Implementing Renderman on the Sony PS2
Sony PS2 Linux provides a cheap, powerful development system with flexible graphics hardware. Here, it's applied to a production-style renderer, supporting curved surfaces and a programmable shading language.
Ian Stephenson
Bournemouth University
istephen@bmth.ac.uk
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