Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Pixel merging for object-parallel rendering: a distributed snooping algorithm
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
Fast stereoscopic images with ray-traced volume rendering
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 7th conference on Visualization '96
SIGGRAPH '96 ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96
The design and analysis of a cache architecture for texture mapping
Proceedings of the 24th annual international symposium on Computer architecture
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Prefetching in a texture cache architecture
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Deep compression for streaming texture intensive animations
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Accelerated rendering in stereo-based projections (poster session)
Proceedings of the third international conference on Collaborative virtual environments
Incremental and hierarchical Hilbert order edge equation polygon rasterizatione
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Three-Dimensional Television, Video and Display Technology
Three-Dimensional Television, Video and Display Technology
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
PixelView: a view-independent graphics rendering architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
ACM SIGGRAPH 2005 Papers
Computer
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
An improved shading cache for modern GPUs
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM SIGGRAPH Asia 2009 papers
Technical Section: A perceptual approach for stereoscopic rendering optimization
Computers and Graphics
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Genetic programming for shader simplification
Proceedings of the 2011 SIGGRAPH Asia Conference
Design and novel uses of higher-dimensional rasterization
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Parallel frame rendering: trading responsiveness for energy on a mobile GPU
PACT '13 Proceedings of the 22nd international conference on Parallel architectures and compilation techniques
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TV have been designed and built. However, these displays have received relatively little attention in the context of real-time computer graphics. We present a novel rasterization architecture that rasterizes each triangle to multiple views simultaneously. When determining which tile in which view to rasterize next, we use an efficiency measure that estimates which tile is expected to get the most hits in the texture cache. Once that tile has been rasterized, the efficiency measure is updated, and a new tile and view are selected. Our traversal algorithm provides significant reductions in the amount of texture fetches, and bandwidth gains on the order of a magnitude have been observed. We also present an approximate rasterization algorithm that avoids pixel shader evaluations for a substantial amount (up to 95%) of fragments and still maintains high image quality.