These proceedings contain the papers from the 19th Eurographics/SIGGRAPH Graphics Hardware workshop which was held August 29 and 30 in Grenoble, France.The 14 papers presented were selected from 43 submissions, a record number of submissions for the workshop. The continuing growth and increasing quality of submissions to the workshop made the selection process difficult. The final set contains an excellent selection of work covering the most relevant areas of graphics hardware today. We would also like to thank Stefanie Behnke and Dieter Fellner for helping us with the Eurographics online reviewing system.Presentations from industry on the latest developments were also presented in the Hot3D track and published separately.
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A quadrilateral rendering primitive
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used in many applications, are ...
A hierarchical shadow volume algorithm
The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as the performance is inversely proportional to the area of the projected ...
Squeeze: numerical-precision-optimized volume rendering
This paper discusses how to squeeze volume rendering into as few bits per operation as possible while still retaining excellent image quality. For each of the typical volume rendering pipeline stages in texture map volume rendering, ray casting and ...
Mio: fast multipass partitioning via priority-based instruction scheduling
Real-time graphics hardware continues to offer improved resources for programmable vertex and fragment shaders. However, shader programmers continue to write shaders that require more resources than are available in the hardware. One way to virtualize ...
Efficient partitioning of fragment shaders for multiple-output hardware
Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split (RDS) algorithm is a polynomial-time algorithm for partitioning fragment ...
Tile-based texture mapping on graphics hardware
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics processors. In this paper, we present a tile-based texture mapping ...
Silhouette maps for improved texture magnification
Texture mapping is a simple way of increasing visual realism without adding geometrical complexity. Because it is a discrete process, it is important to properly filter samples when the sampling rate of the texture differs from that of the final image. ...
PixelView: a view-independent graphics rendering architecture
We present a new computer graphics rendering architecture that allows "all possible views" to be extracted from a single traversal of a scene description. It supports a wide range of rendering primitives, including polygonal meshes, higher-order surface ...
A flexible simulation framework for graphics architectures
In this paper we describe a multipurpose tool for analysis of the performance characteristics of computer graphics hardware and software. We are developing Qsilver, a highly configurable micro-architectural simulator of the GPU that uses the Chromium ...
Realtime ray tracing of dynamic scenes on an FPGA chip
Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of existing software implementations is still severely limited by today's CPUs, ...
A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications
The real time 3D graphics becomes one of the attractive applications for 3G wireless terminals although their battery lifetime and memory bandwidth limit the system resources for graphics processing. Instead of using the dedicated hardware engine with ...
UberFlow: a GPU-based particle engine
We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, ...
Hardware-based simulation and collision detection for large particle systems
Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly limited by the transfer of ...
Understanding the efficiency of GPU algorithms for matrix-matrix multiplication
Utilizing graphics hardware for general purpose numerical computations has become a topic of considerable interest. The implementation of streaming algorithms, typified by highly parallel computations with little reuse of input data, has been widely ...