Data-parallel Micropolygon Rasterization
Fulltekst
RELATERTE DOKUMENTER
Wrcket rendering is a technique whereby a scene is sorted into screen-space tiles and each tile is rendered independently in turn, We expect hardware-accelerated bucket
While the spatialities of pictures, of film and of television seem to have a high degree of fit with their objectives, the spaces of pictorial interactive multimedia are, with
Frame rates for tests with static geometry equal those produced by VRJuggler, and the frame rates scale with the number of cluster nodes provided the screen space size of the
By identifying the type of the operator (navigation, selection, distortion) and the space of the interaction (screen, data value, data struc- ture, attribute, object, or
To cover the whole texture and avoid space loss, common schemes pack a number of tiles that is a power of two.. We show that numbers of tiles like 5, 13, 17, 25, 34 and others can
To find a quadtree node covering less than a screen pixel (see the above Figure), we approximate the footprint of the pixel in parametric space with a parallelogram P defined by the
We show that even with a uniform parallel random sampling of the patches, our improved patch stitching achieves high quality synthesis results.. We discuss several synthesis
To improve the path sampling efficiency using image-space con- trol variates, we vary the number of path samples for each pixel and distribute more path samples to the pixels