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LINDHOLM, E., J.KILGARD, M., AND MORETON, H. 2001. A User-Programmable Vertex Engine. In SIGGRAPH 01 Conference Proceedings, Addison Wesley, Annual Conference Series, ACM SIGGRAPH.

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Hardware-Assisted Computation of Depth Contours - Krishnan, Mustafa.. (2002)   (1 citation)  (Correct)

....designed on this platform, and to get an intuitive notion of what is cheap , an abstract cost model of the graphics engine would be extremely useful. We present a preliminary version of such a model in this paper. Similar approaches have been taken by Peercy et al. [19] and Lindholm et al. [14]. Robustness. The tremendous improvements in performance that one can achieve by using graphics hardware come at a price. Since the lowest unit processed by the graphics engine is a pixel, features in the input that are at sub pixel resolution may be lost. Therefore it is important to quantify the ....

LINDHOLM, E., KILGARD, M. J., AND MORETON, H. A user-programmable vertex engine. In ACM SIGGRAPH, p. 149.


Real-time Terrain Rendering using Smooth Hardware Optimized .. - Larsen, Christensen (2003)   (Correct)

....X0 Y2 X1 X2 X Y Y0 Y1 Y3 Figure 8: Morph affected regions fore be calculated on the graphics card. For that purpose a vertex program is used. A vertex program is a low level program which can be executed directly in the graphics hardware. Vertex programs were introduced by Lindholm et al. Lindholm2001] A vertex program has many uses, but here we exploit its capabilities for modifying the position of a vertex. This vertex modification could just as well be made in software, but the advantage of using the hardware in the graphics card for this purpose is that it is optimized for the 3D math. ....

Lindholm, E and Kilgard, M. and Turner, H. M. A User-Programmable Vertex Engine, Proceedings of ACM SIGGRAPH 2001, August 2001, pp. 149-158.


Efficient Reconstruction of Large Scattered Geometric.. - Tobor, Reuter, Schlick (2003)   (Correct)

....can also be improved using the hierarchy of regions using a modified algorithm of the octree space partition acceleration method. Finally, one can compute the differential points [12] starting from the analytic form of F and render them using modern graphics hardware with programmable shaders [15]. 4 Applications and results All results presented in this section were performed on an Intel Pentium 1.7 GHz with 512 MB of RAM running Linux. To solve the linear systems, we used the linear solver from the GNU Scientific Library package [9] based on LU decomposition. Our first application is ....

E. Lindholm, M. J. Kilgard, and H. Moreton. A user-programmable vertex engine. In Proceedings of ACM SIGGRAPH 2001.


Accurate Dense Stereo Reconstruction Using Graphics Hardware - Zach, Klaus, Hadwiger.. (2003)   (1 citation)  (Correct)

.... Even before programmable graphics hardware was available, the fixed function pipeline of 3D graphics processors was utilized to accelerate numerical calculations[5, 6] and even to emulate programmable shading[15] The introduction of a quite general programming model for vertex and pixel processing[10, 16] opened a very active research area. The primary application for programmable vertex and fragment processing is the enhancement of photorealism in interactive visualization systems (e.g. 1, 3] and entertainment applications ( 12, 13] Recently several authors identified current graphics ....

E. Lindholm, M. J. Kilgard, and H. Moreton. A user-programmable vertex engine. In Proceedings of SIGGRAPH 2001.


The power of a two-sided depth test and its application to .. - And Depth Extraction   (Correct)

....years, the increased power of graphics rendering hardware has led to the use of the graphics pipeline for general purpose stream computations. One of the early examples of this was the use of hierarchical z buffering for visibility calculations [9] and subsequently in programmable vertex shaders [19, 14, 20]. Other uses of the graphics pipeline as a general purpose stream computing engine have been demonstrated in computational geometry[12] robotics[11] and numerical analysis[13] In a recent development, work by Everitt et al. 6] has shown that shadow mapping hardware (supported in the nVidia ....

LINDHOLM, E., KILGARD, M., AND MORETON, H. A user-programmable vertex engine. In Proc. ACM SIGGRAPH (2001).


Irregular, Unknown Light Sources in Dynamic Global Illumination - Chandran, Srivastava   (Correct)

....[1, 7] show how to compute incremental solutions by shooting corrective (possibly negative) energy to the scene affected by the environmental changes. Older solutions could not satisfy the interactive demands. Recently there has been renewed interest in both technology driven hardware solutions [9], and knowledgebased software solutions [4] using faster wavelet radiosity techniques in an attempt to satisfy these user demands. There are two cases when these solutions are satisfactory. For instance, there is an important subclass of dynamic problems where the geometry of the scene does not ....

E. Lindholm, M. J. Kilgard, and H. Moreton. A user-programmable vertex engine. In Proceedings of ACM SIGGRAPH 2001.


Shadow Mapping for Hemispherical and Omnidirectional Light.. - Brabec, Annen, Seidel   (Correct)

....tessellation. Mapping vertices according to the extended paraboloid mapping (2D coordinates and depth value) can easily be implemented using the so called programmable vertex engines The terms front and back facing are non significant and only used to divide the environment into two regions. [7] available on state of the art graphics cards (e.g. NVIDIA GeForce, ATI Radeon) These vertex programs operate on a stream of vertices and replace the former fixed vertex pipeline (transformation, lighting, texture coordinate generation etc. by a userdefined program. These programs are usually ....

Erik Lindholm, Mark J. Kilgard, and Henry Moreton. A user-programmable vertex engine. Proceedings of SIGGRAPH 2001.


EigenSkin: Real Time Large Deformation Character Skinning in.. - Paul Kry Doug (2002)   (6 citations)  (Correct)

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LINDHOLM, E., J.KILGARD, M., AND MORETON, H. 2001. A User-Programmable Vertex Engine. In SIGGRAPH 01 Conference Proceedings, Addison Wesley, Annual Conference Series, ACM SIGGRAPH.


EUROGRAPHICS 2002 / G. Drettakis and H.-P. Seidel - Guest Editors Vo (2002)   (Correct)

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E. Lindholm, M. Kilgard, and H. Moreton. A UserProgrammable Vertex Engine. In Computer Graphics,SIG- July 2001. 2, 7


Skinning Mesh Animations - James, Twigg (2005)   (1 citation)  (Correct)

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LINDHOLM, E., KILGARD, M. J., AND MORETON, H. 2001. A User-Programmable Vertex Engine. In Proceedings of ACM SIGGRAPH 2001, Computer Graphics Proceedings, Annual Conference Series, 149--158.


Skinning Mesh Animations - James, Twigg (2005)   (1 citation)  (Correct)

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LINDHOLM, E., KILGARD, M. J., AND MORETON, H. 2001. A User-Programmable Vertex Engine. In Proceedings of ACM SIGGRAPH 2001, Computer Graphics Proceedings, Annual Conference Series, 149--158.


A GPU-Based, Three-Dimensional Level Set Solver with Curvature .. - Lefohn, Whitaker (2002)   (Correct)

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E. Lindholm, M. J. Kilgard, and H. Moreton, "A user-programmable vertex engine," in ACM SIGGRAPH, pp. 149--158, 2001.


Hardware-Assisted Computation of Depth Contours - Krishnan, Mustafa.. (2002)   (1 citation)  (Correct)

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LINDHOLM, E., KILGARD, M. J., AND MORETON, H. A user-programmable vertex engine. In ACM SIGGRAPH, p. 149.


Optimized Stereo Reconstruction Using 3D Graphics Hardware - Zach, Klaus, Reitinger.. (2003)   (1 citation)  (Correct)

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E. Lindholm, M. J. Kilgard, and H. Moreton. A user-programmable vertex engine. In Proceedings of SIGGRAPH 2001.


Mitsubishi Electric Research Laboratories - Http Www Merl (2002)   (Correct)

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E. Lindholm, M. Kilgard, and H. Moreton. A UserProgrammable Vertex Engine. In Computer Graphics,SIG- July 2001. 2, 7


Perspective Accurate Splatting - Zwicker, Räsänen, Botsch.. (2004)   (2 citations)  (Correct)

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E. Lindholm, M. Kilgard, and H. Moreton. A user-programmable vertex engine. In SIGGRAPH 2001.


Network Protocol for Interaction and Scalable.. - Jan-Michael Frahm.. (2002)   (Correct)

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E. Lindholm, M. Kilgard, and H. Moreton. A User Programmable Vertex Engine. In SIGGRAPH 2001.


Hierarchical Disparity Estimation with Programmable 3D.. - Zach, Karner, Bischof (2003)   (1 citation)  (Correct)

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E. Lindholm, M. J. Kilgard, and H. Moreton. A user-programmable vertex engine. In Proceedings of SIGGRAPH 2001, pages 149-- 158, 2001.


The Ray Engine - Carr, Hall, Hart (2002)   (1 citation)  (Correct)

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LINDHOLM, E., KILGARD, M. J., AND MORETON, H. A user-programmable vertex engine. Proc. SIGGRAPH


Hierarchical Disparity Estimation with Programmable 3D.. - Zach, Karner, Bischof (2004)   (1 citation)  (Correct)

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E. Lindholm, M. J. Kilgard, and H. Moreton. A user-programmable vertex engine. In Proceedings of SIGGRAPH 2001, pages 149-- 158, 2001.


Real-Time Animated Stippling - Pastor, al. (2003)   (Correct)

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E. Lindholm, M. J. Kilgard, and H. Moreton, "A User-Programmable Vertex Engine," Proc. Siggraph 01, ACM Press,


Interactive Rendering of Translucent Objects - Lensch, Goesele, Bekaert.. (2002)   (6 citations)  (Correct)

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E. Lindholm, M. J. Kilgard, and H. Moreton. A userprogrammable vertex engine. In Proceedings of ACM SIGGRAPH 2001.


High-Quality Point-Based Rendering on Modern GPUs - Botsch, Kobbelt (2003)   (5 citations)  (Correct)

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E. Lindholm, M. Kilgard, and H. Moreton. A userprogrammable vertex engine. In Siggraph 2001.


Random Marks on Paper - With   (Correct)

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E. Lindholm, M. Kilgard, and H. Moreton. A user programmable vertex engine. In Proceedings of SIGGRAPH 2001.


Interactive Global Illumination using Fast Ray Tracing - Wald, Kollig, Benthin.. (2002)   (11 citations)  (Correct)

No context found.

E. Lindholm, M. Kilgard, and H. Moreton. A UserProgrammable Vertex Engine. In Proceedings of SIGGRAPH 2001, Annual Conference Series, pages 149--158, 2001. 1

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