Minimum Triangle Separation for Correct Z-Buffer Occlusion (English)

In: Graphics Hardware   ;  27-30  ;  2006

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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 zbuffer 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.

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

9
The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware
Sheaffer, Jeremy W. / Luebke, David P. / Skadron, Kevin | 2006
17
A Digital Rights Enabled Graphics Processing System
Shi, Weidong / Lee, Hsien-Hsin S. / Yoo, Richard M. / Boldyreva, Alexandra | 2006
27
Minimum Triangle Separation for Correct Z-Buffer Occlusion
Akeley, Kurt / Su, Jonathan | 2006
31
Distributed Texture Memory in a Multi-GPU Environment
Moerschell, Adam / Owens, John D. | 2006
39
Realistic Soft Shadows by Penumbra-Wedges Blending
Forest, Vincent / Barthe, Loïc / Paulin, Mathias | 2006
49
GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering
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53
Non-interleaved Deferred Shading of Interleaved Sample Patterns
Segovia, Benjamin / Iehl, Jean Claude / Mitanchey, Richard / Péroche, Bernard | 2006
61
Quadtree Relief Mapping
Schroders, Marc F. A. / Gulik, Rob van | 2006
67
B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes
Woop, Sven / Marmitt, Gerd / Slusallek, Philipp | 2006
79
Efficient Video Decoding on GPUs by Point Based Rendering
Han, Bo / Zhou, Bingfeng | 2006
87
Pseudorandom Number Generation on the GPU
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95
High Quality Normal Map Compression
Munkberg, Jacob / Akenine-Möller, Tomas / Ström, Jacob | 2006
103
Efficient Depth Buffer Compression
Hasselgren, Jon / Akenine-Möller, Tomas | 2006
111
Compressed Lossless Texture Representation and Caching
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