Texture Mapping Acceleration Using Cache Memories

Texture Mapping Acceleration Using Cache Memories PDF Author: John Kouropalatis
Publisher:
ISBN:
Category :
Languages : en
Pages :

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Book Description

Texture Mapping Acceleration Using Cache Memories

Texture Mapping Acceleration Using Cache Memories PDF Author: John Kouropalatis
Publisher:
ISBN:
Category :
Languages : en
Pages :

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Book Description


Using Texture Mapping With Mipmapping to Render a VLSI Layout

Using Texture Mapping With Mipmapping to Render a VLSI Layout PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
This paper presents a method of using texture mapping with mip-mapping to render a VLSI layout. Texture mapping is used to save already rasterized areas of the layout from frame to frame, and to take advantage of any hardware accelerated capabilities of the host platform. Mipmapping is used to select which textures to display so that the amount of information sent to the display is bounded, and the image rendered on the display is filtered correctly. Additionally, two caching schemes are employed. The first, used to bound memory consumption, is a general purpose cache that holds textures spatially close to the user's current viewpoint. The second, used to speed up the rendering process, is a cache of heavily used sub-designs that are precomputed so rasterization on the fly is not necessary. An experimental implementation shows that real-time navigation can be achieved on arbitrarily large designs. Results also show how this technique ensures that image quality does not degrade as the number of polygons drawn increases, avoiding the aliasing artifacts common in other layout systems.

Cache Design for a Hardware Accelerated Sparse Texture Storage System [electronic Resource]

Cache Design for a Hardware Accelerated Sparse Texture Storage System [electronic Resource] PDF Author: Yee, Wai Min
Publisher: University of Waterloo
ISBN:
Category :
Languages : en
Pages :

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Book Description
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth and latency often bounds performance in current graphics architectures. Bandwidth consumption can be reduced by compressing the texture map or by using a cache. However, the way a texture map occupies memory and how it is accessed affects the pattern of memory accesses, which in turn affects cache performance. Thus texture compression schemes and cache architectures must be designed in conjunction with each other. We define a sparse texture to be a texture where a substantial percentage of the texture is constant. Sparse textures are of interest as they occur often, and they are used as parts of more general texture compression schemes. We present a hardware compatible implementation of sparse textures based on B-tree indexing and explore cache designs for it. We demonstrate that it is possible to have the bandwidth consumption and miss rate due to the texture data alone scale with the area of the region of interest. We also show that the additional bandwidth consumption and hideable latency due to the B-tree indices are low. Furthermore, the caches necessary for these textures can be quite small.

Physically Based Rendering

Physically Based Rendering PDF Author: Matt Pharr
Publisher: Morgan Kaufmann
ISBN: 0123750792
Category : Computers
Languages : en
Pages : 1201

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Book Description
This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux.

Rendering with mental ray®

Rendering with mental ray® PDF Author: Thomas Driemeyer
Publisher: Springer
ISBN: 3709138094
Category : Computers
Languages : en
Pages : 534

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Book Description
"Mental ray" is one of the leading rendering engines for generating photorealistic images. On the one hand the text provides a general introduction into rendering with mental ray, whilst on the other, it includes tips and tricks for advanced and professional users. A comprehensive definition of mental ray's scene description language and the standard shader libraries are included and used as the basis for all examples. This second edition covers the new generation of mental ray, version 3.0. The text is accompanied by a CD-ROM, featuring a fully programmable demo version of the software together with example scene data and shaders. An excellent text for both beginners and advanced users of mental ray.

Unstable Aesthetics

Unstable Aesthetics PDF Author: Eddie Lohmeyer
Publisher: Bloomsbury Publishing USA
ISBN: 1501364898
Category : Games & Activities
Languages : en
Pages : 218

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Book Description
Throughout the 1990s, artists experimented with game engine technologies to disrupt our habitual relationships to video games. They hacked, glitched, and dismantled popular first-person shooters such as Doom (1993) and Quake (1996) to engage players in new kinds of embodied activity. In Unstable Aesthetics: Game Engines and the Strangeness of Art Modding, Eddie Lohmeyer investigates historical episodes of art modding practices-the alteration of a game system's existing code or hardware to generate abstract spaces-situated around a recent archaeology of the game engine: software for rendering two and three-dimensional gameworlds. The contemporary artists highlighted throughout this book-Cory Arcangel, JODI, Julian Oliver, Krista Hoefle, and Brent Watanabe, among others –- were attracted to the architectures of engines because they allowed them to explore vital relationships among abstraction, technology, and the body. Artists employed a range of modding techniques-hacking the ROM chips on Nintendo cartridges to produce experimental video, deconstructing source code to generate psychedelic glitch patterns, and collaging together surreal gameworlds-to intentionally dissect the engine's operations and unveil illusions of movement within algorithmic spaces. Through key moments in game engine history, Lohmeyer formulates a rich phenomenology of video games by focusing on the liminal spaces of interaction among system and body, or rather the strangeness of art modding.

Computer Vision Metrics

Computer Vision Metrics PDF Author: Scott Krig
Publisher: Springer
ISBN: 3319337629
Category : Computers
Languages : en
Pages : 653

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Book Description
Based on the successful 2014 book published by Apress, this textbook edition is expanded to provide a comprehensive history and state-of-the-art survey for fundamental computer vision methods and deep learning. With over 800 essential references, as well as chapter-by-chapter learning assignments, both students and researchers can dig deeper into core computer vision topics and deep learning architectures. The survey covers everything from feature descriptors, regional and global feature metrics, feature learning architectures, deep learning, neuroscience of vision, neural networks, and detailed example architectures to illustrate computer vision hardware and software optimization methods. To complement the survey, the textbook includes useful analyses which provide insight into the goals of various methods, why they work, and how they may be optimized. The text delivers an essential survey and a valuable taxonomy, thus providing a key learning tool for students, researchers and engineers, to supplement the many effective hands-on resources and open source projects, such as OpenCV and other imaging and deep learning tools.

Physically Based Rendering, fourth edition

Physically Based Rendering, fourth edition PDF Author: Matt Pharr
Publisher: MIT Press
ISBN: 026237403X
Category : Computers
Languages : en
Pages : 1274

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Book Description
A comprehensive update of the leading-edge computer graphics textbook that sets the standard for physically-based rendering in the industry and the field, with new material on GPU ray tracing. Photorealistic computer graphics are ubiquitous in today’s world, widely used in movies and video games as well as product design and architecture. Physically-based approaches to rendering, where an accurate modeling of the physics of light scattering is at the heart of image synthesis, offer both visual realism and predictability. Now in a comprehensively updated new edition, this best-selling computer graphics textbook sets the standard for physically-based rendering in the industry and the field. Physically Based Rendering describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as literate programming combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The book’s leading-edge algorithms, software, and ideas—including new material on GPU ray tracing—equip the reader to design and employ a full-featured rendering system capable of creating stunning imagery. This essential text represents the future of real-time graphics. Detailed and rigorous but accessible approach guides readers all the way from theory to practical software implementation Fourth edition features new chapter on GPU ray tracing essential for game developers The premier reference for professionals learning about and working in the field Won its authors a 2014 Academy Award for Scientific and Technical Achievement Includes a companion site complete with source code

GeoSpatial Visual Analytics

GeoSpatial Visual Analytics PDF Author: Raffaele de Amicis
Publisher: Springer Science & Business Media
ISBN: 9048128994
Category : Science
Languages : en
Pages : 493

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Book Description
Access, distribution and processing of Geographic Information (GI) are basic preconditions to support strategic environmental decision-making. The heterogeneity of information on the environment today available is driving a wide number of initiatives, on both sides of the Atlantic, all advocating both the strategic role of proper management and processing of environme- related data as well as the importance of harmonized IT infrastructures designed to better monitor and manage the environment. The extremely wide range of often multidimensional environmental information made available at the global scale poses a great challenge to technologists and scientists to find extremely sophisticated yet effective ways to provide access to relevant data patterns within such a vast and highly dynamic information flow. In the past years the domain of 3D scientific visualization has developed several solutions designed for operators requiring to access results of a simulation through the use of 3D visualization that could support the understanding of an evolving phenomenon. However 3D data visualization alone does not provide model and hypothesis-making neither it provide tools to validate results. In order overcome this shortcoming, in recent years scientists have developed a discipline that combines the benefits of data mining and information visualization, which is often referred to as Visual Analytics (VA).

Data Visualization ’99

Data Visualization ’99 PDF Author: Eduard Gröller
Publisher: Springer Science & Business Media
ISBN: 3709168031
Category : Computers
Languages : en
Pages : 341

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Book Description
In the past decade visualization established its importance both in scientific research and in real-world applications. In this book 21 research papers and 9 case studies report on the latest results in volume and flow visualization and information visualization. Thus it is a valuable source of information not only for researchers but also for practitioners developing or using visualization applications.