• High-Performance Polygon Rendering

    This paper describes a system architecture for realtime display of shaded polygons. Performance of 100,(300 lighted, 4-sided polygons per second is achieved. Vectors and points draw at the rate of 400,000 per second. High-speed pan and zoom, alpha blending, realtime video input, and antialiased lines are supported. The architecture heavily leverages parallelism in several forms: pipeline, vector, and array processing. It is unique in providing efficient and balanced graphics that support interactive design and manipulation of solid models. After an overview of algorithms and computational requirements, we describe the details of the implementation. Finally, the unique features enabled by the architecture are highlighted.

    0
    73
    1.65MB
    2018-03-26
    0
  • Coherent Hierarchical Culling:Hardware Occlusion Queries Made Useful

    We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of query results. We reuse the results of occlusion queries from the last frame in order to initiate and schedule the queries in the next frame. This is done by processing nodes of a spatial hierarchy in a front-to-back order and interleaving occlusion queries with rendering of certain previously visible nodes. The proposed scheduling of the queries makes use of spatial and temporal coherence of visibility. Despite its simplicity, the algorithm achieves good culling efficiency for scenes of various types. The implementation of the algorithm is straightforward and it can be easily integrated in existing real-time rendering packages based on common hierarchical data structures.

    0
    80
    1.05MB
    2018-03-26
    10
  • bounding volume hierarchies

    经典论文。层次包围盒(Bounding Volume Hierarchies, BVH)方法的核心思想是用体积略大而几何特征简单的包围盒来近似地描述复杂的几何对象,从而只需对包围盒重叠的对象进行进一步的相交测试。此外,通过构造树状层次结构,可以越来越逼近对象的几何模型,直到几乎完全获得对象的几何特征。

    0
    279
    5.38MB
    2018-03-26
    50
  • RealityEngine Graphics

    The RealityEngineTM graphics system is the first of a new generation of systems designed primarily to render texture mapped, antialiased polygons. This paper describes the architecture of the RealityEngine graphics system, then justifies some of the decisions made during its design. The implementation is near-massively parallel, employing 353 independent processors in its fullest configuration, resulting in a measured fill rate of over 240 million antialiased, texture mapped pixels per second. Rendering performance exceeds 1 million antialiased, texture mapped triangles per second. In addition to supporting the functions required of a general purpose, high-end graphics workstation, the system enables realtime, “outthe-window”image generation and interactive image processing.

    0
    102
    178KB
    2018-03-26
    0
  • MinGW-64离线包 x86_64 7.2.0版本

    Windows下强大的编译器,因为在线安装常常会失败,所以上传了离线版本的。

    5
    249
    51.37MB
    2018-03-21
    10
  • Real–Time Hatching

    关于非实感图形学或者风格化渲染的paper,实时风格化渲染

    0
    121
    4.11MB
    2018-03-17
    9
  • Stable Fluids

    关于流体模拟的一片经典论文。 animation of fluids, Navier-Stokes, stable solvers, implicit elliptic PDE solvers, interactive modeling, gaseous henomena, advected texture

    0
    181
    355KB
    2018-03-17
    14
  • 烟雾模拟源代码

    c++实现的烟雾模拟源工程代码,基于siggraph的一篇论文实现,简单易读。

    0
    492
    341KB
    2018-03-17
    50
  • 烟雾模拟源工程代码

    烟雾模拟源工程代码,基于siggraph的一篇论文,代码量不多简单易读。

    5
    117
    115KB
    2018-03-17
    9
  • 火焰模拟源代码

    基于siggraph上一篇论文的火焰模拟源工程代码,可运行,代码简单易读。

    0
    470
    129KB
    2018-03-17
    50
  • 分享精英

    成功上传11个资源即可获取
关注 私信
上传资源赚积分or赚钱