Optimal depth buffer for low-cost graphics hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Quasi-linear depth buffers with variable resolution
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Accuracy and Stability of Numerical Algorithms
Accuracy and Stability of Numerical Algorithms
ACM SIGGRAPH 2006 Papers
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
An improved shading cache for modern GPUs
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
A view-dependent, polyhedral 3D display
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Precision selection for energy-efficient pixel shaders
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Technical Section: Energy-aware hybrid precision selection framework for mobile GPUs
Computers and Graphics
Rendering massive virtual worlds
ACM SIGGRAPH 2013 Courses
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We show that, and how, window coordinate precision (the representations of xwin and ywin), field of view, and error accumulated by single-precision mapping arithmetic contribute to, and sometimes dominate, effective z-buffer resolution. Our results are developed analytically, then verified through simulation. Using our approach system designers can allocate numeric precision more efficiently, and programmers can more confidently predict the minimum triangle-to-triangle separation required to ensure correct z-buffer occlusion.