Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
On the power of the frame buffer
ACM Transactions on Graphics (TOG)
Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The aliasing problem in computer-generated shaded images
Communications of the ACM
A display system for the Stellar graphics supercomputer model GS1000
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Transparency for computer synthesized images
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Three-dimensional medical imaging: algorithms and computer systems
ACM Computing Surveys (CSUR)
Hardware accelerated rendering of CSG and transparency
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Volume clipping via per-fragment operations in texture-based volume visualization
Proceedings of the conference on Visualization '02
Converting Discrete Images to Partitioning Trees
IEEE Transactions on Visualization and Computer Graphics
Hardware-Assisted Polygon Antialiasing
IEEE Computer Graphics and Applications
Application of the two-sided depth test to CSG rendering
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Interactive Maximum Projection Volume Rendering
VIS '95 Proceedings of the 6th conference on Visualization '95
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Depth-Peeling for Texture-Based Volume Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
GI '04 Proceedings of the 2004 Graphics Interface Conference
Compressed multisampling for efficient hardware edge antialiasing
GI '04 Proceedings of the 2004 Graphics Interface Conference
Image-Space Visibility Ordering for Cell Projection Volume Rendering of Unstructured Data
IEEE Transactions on Visualization and Computer Graphics
A New Technique for Rendering Complex Portals
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
ACM SIGGRAPH 2005 Papers
Interactive Transparency Rendering for Large CAD Models
IEEE Transactions on Visualization and Computer Graphics
Real-time refraction through deformable objects
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Deferred blending: Image composition for single-pass point rendering
Computers and Graphics
Editing the topology of 3D models by sketching
ACM SIGGRAPH 2007 papers
PCU: the programmable culling unit
ACM SIGGRAPH 2007 papers
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Coherent layer peeling for transparent high-depth-complexity scenes
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Relational Transparency Model for Interactive Technical Illustration
SG '08 Proceedings of the 9th international symposium on Smart Graphics
A visibility algorithm for converting 3D meshes into editable 2D vector graphics
ACM SIGGRAPH 2009 papers
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Beyond programmable shading (parts I and II)
ACM SIGGRAPH 2009 Courses
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A fragment culling technique for rendering arbitrary portals
ICCS'03 Proceedings of the 1st international conference on Computational science: PartI
Employing dynamic transparency for 3D occlusion management: design issues and evaluation
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction
ACM SIGGRAPH Asia 2010 papers
Coherent depth test scheme in FreePipe
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Mixed-order compositing for 3D paintings
Proceedings of the 2011 SIGGRAPH Asia Conference
Technical Section: A survey of raster-based transparency techniques
Computers and Graphics
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
A hardware-assisted visibility-ordering algorithm with applications to volume rendering
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
Real-time animation of various flame shapes
VAST'06 Proceedings of the 7th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Single-pass point rendering and transparent shading
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
An architecture for interactive tetrahedral volume rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Direct rendering of Boolean combinations of self-trimmed surfaces
Computer-Aided Design
Accurate scanconversion of triangulated surfaces
EGGH'91 Proceedings of the Sixth Eurographics conference on Advances in Computer Graphics Hardware: rendering, visualization and rasterization hardware
M-buffer: a flexible MISD architecture for advanced graphics
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
The ImageSwitcher: a proposed system architecture designed to reduce VR lag
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
Multi-layer screen-space ambient occlusion using hybrid sampling
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Geometry-shader-based real-time voxelization and applications
The Visual Computer: International Journal of Computer Graphics
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The benefits of the virtual pixel maps technique in the support of high-quality rendering operations are described. A dedicated frame buffer with a fixed number of bits per pixel is inappropriate for implementing high-quality rendering techniques within the framework of a graphics computer system. The virtual pixel maps feature is an elegant abstraction for solving problems that inherently require a large number of bits per pixel. A system implementation is presented to illustrate the types of hardware rendering algorithms that benefit from the concept of virtual pixel maps. Two specific algorithms, namely, transparency and antialiasing, are used as examples, but many other algorithms could easily be adapted to such an environment.