56 citations found. Retrieving documents...
HAEBERLI P., AKELEY K.: The accumulation buffer: hardware support for high-quality rendering. In Proceedings of the 17th annual conference on Computer graphics and interactive techniques (1990), ACM Press, pp. 309--318. 2

 Home/Search   Document Not in Database   Summary   Related Articles   Check  

This paper is cited in the following contexts:

First 50 documents  Next 50

Hierarchical Monte Carlo Image Synthesis - Keller (2000)   (3 citations)  (Correct)

....the target function. The general mathematical scheme and its highly efficient implementation are illustrated for image generation by ray tracing, yielding new and much faster image synthesis algorithms. 1 Introduction Image synthesis usually is performed on a pixel by pixel basis [CPC84] CCC87] [HA90] using variance reduced Monte Carlo integration for antialiasing. In [Mit96] the convergence rate of the Monte Carlo method with N samples per pixel was shown to be of the order O(N 2d ) where d is the dimension of the integration domain. This is also the rate obtained by quasi Monte Carlo ....

....the whole scanline) is estimated by L(x) L S (x, t i ) 1) The very important thing to note is that only one set of N N i.i.d. independent, identically distributed) random samples (t i ) D is chosen and then used for all values of x [0, 1] This is similar to approaches as in [HA90] [Kel97] where in the case of D = P in every pixel k we find the same supersampling pattern. So d) 1 1 (x) 3 (x) 1 (x) 0 (x) 0 (x) 0 (x) L nm 1 x 2 (x) P 0 L) x) Fig. 1. Hierarchical synthesis of a scanline (see section 2.3.1) a) The coefficients # ....

[Article contains additional citation context not shown here]

P. Haeberli and K. Akeley. The Accumulation Buffer: Hardware Support for High-Quality Rendering. In Computer Graphics (SIGGRAPH 90 Conference Proceedings), pages 309--318, 1990. 1, 2.2, 4.1


Instant Radiosity - Keller (1997)   (41 citations)  (Correct)

....In bidirectional path tracing [LW93, VG94] even the discretization of the solution of the radiance equation has been avoided, but the rendering time is far from realtime. On the other hand, graphics hardware is capable of illuminating and shadowing textured scenes by extended light sources [HA90, Hei91, SKvW 92] in realtime. In our new approach we combine the advantages of deterministic particle simulation of light, i.e. the quasi random walk principle, with the available hardware capabilities to consistently render from the radiance equation, neither using a kernel nor an ....

....scene using the quasi random walk [Kel96b] based on the method of quasi Monte Carlo integration. Then the graphics hardware renders an image with shadows for each particle used as point light source. Global illumination finally is obtained by summing up the single images in an accumulation buffer [HA90] and displaying the result. The algorithm calculates the average radiance Lmn : #mn #Tfr L, #mn TmnL (1) passing through a pixel Pmn , where the shorthand TmnL defines the rendering operator, which determines the at least once reflected radiance through Pmn . If the radiance ....

[Article contains additional citation context not shown here]

P. Haeberli and K. Akeley. The Accumulation Buffer: Hardware Support for High-Quality Rendering. In Computer Graphics (SIGGRAPH 90 Conference Proceedings), pages 309--318, 1990. 1, 3, 4.1


Fast Texture-Based Interference for Synthetic Holography - Ritter, Böttger.. (1998)   (Correct)

....as the key to the efficient generation of holographic stereograms. Lucente et al. 15, 16] as well as Halle and Kropp [10] leverage the rendering facilities available in OpenGL [18] for generating the set of 2 D views and for the superposition of basis fringes in the accumulation buffer [8]. These basis fringes serve as diffractive elements in holographic stereograms. The output feeds the MIT holovideo display [23] which is capable of presenting about one holographic image per second. Haines and Haines [9] also apply computer graphics rendering to generate 2 D views as a basis for ....

P. Haeberli and K. Akeley. The accumulation buffer: Hardware support for high-quality rendering. In F. Baskett, editor, SIGGRAPH 90 Conference Proceedings, Annual Conference Series, pages 309-- 318, Dallas, August 1990. ACM SIGGRAPH, ACM Press.


Single Sample Soft Shadows using Depth Maps - Brabec, Seidel (2002)   (4 citations)  (Correct)

....also addressed the shadow map sampling problems and came up with a method using object identifiers (priority information) and prefiltering. In order to compute soft shadow textures for receiver polygons, Herf and Heckbert [8] combined a number of hard shadow images using an accumulation buffer [7]. Although this method uses graphics hardware, it still requires a large number of light source samples to achieve smooth penumbra regions. An approximative approach to soft shadowing was presented by Soler and Sillion [17] using convolution of blocker images. On modern hardware this method can ....

Paul E. Haeberli and Kurt Akeley. The accumulation buffer: Hardware support for highquality rendering. In Computer Graphics (SIGGRAPH '90 Proceedings), pages 309--318, August 1990.


Hardware-accelerated Rendering of Antialiased Shadows with.. - Brabec, Seidel (2001)   (2 citations)  (Correct)

....all components can be processed simultaneously using the four color channels. If it comes to larger filter sizes, e.g. 33 or 44, the algorithm needs to be split up into parts of a maximum of four components per texel. The resulting contributions can then be summed up using the accumulation buffer [3]. Although theoretically possible, filter sizes greater than 22 are no longer practical for interactive or real time applications. Considering a filter region of 44, the generation of the shadow map would require 16 rendering passes and four RGBA texture maps to store the results. During the ....

P. E. Haeberli and K. Akeley. The accumulation buffer: Hardware support for high-quality rendering. In Computer Graphics (SIGGRAPH '90 Proceedings), pages 309--318, Aug. 1990.


Single Sample Soft Shadows using Depth Maps - Brabec, Seidel (2001)   (4 citations)  (Correct)

....[12] also addressed the shadow map sampling problems and came up with a method using object identifiers (priority information) and prefiltering. To compute soft shadow textures for receiver polygons, Herf and Heckbert [9] combined a number of hard shadow images using an accumulation buffer [7]. Although this method uses graphics hardware, it still requires a large number of light source samples to achieve smooth penumbra regions. An approximative approach to soft shadowing was presented by Soler and Sillion [19] using convolution of blocker images. On modern hardware this method can ....

Paul E. Haeberli and Kurt Akeley. The accumulation buffer: Hardware support for high-quality rendering. In Computer Graphics (SIGGRAPH '90 Proceedings), pages 309--318, August 1990.


SMASH: A Next-Generation API for Programmable Graphics Accelerators - McCool (2001)   (4 citations)  (Correct)

....have been revived, but with a new emphasis on real time implementation. Many papers have recently appeared on real time physically based global [21, 31, 55, 60] and local [9, 21, 24, 27, 28, 29, 37] illumination, programmable shading [14, 33, 41, 43, 47, 51] lens simulation and tone mapping [10, 15, 22], and even real time raytracing [52] We have come to expect high quality from offline rendering systems. However, in some cases we have known for decades how to simulate certain effects in offline systems that are still infeasible in online systems. Implementing these effects in real time, ....

Paul Haeberli and Kurt Akeley. The accumulation buffer: Hardware support for high-quality rendering. In Proc. ACM SIGGRAPH, pages 309--318, August 1990.


Texture Shaders - McCool, Heidrich   (3 citations)  (Correct)

....pass. However, if n passes are needed to compute the local lighting, these n passes must be used for each of the k passes required for reflectance, resulting in nk passes in total. Similar multiplicative effects can be observed when combining multipass algorithms for simulating lens systems [11, 18], shadows cast from multiple light sources, and so on. While the cost of individual multipass algorithms is usually tolerable, the expense of their combination explodes. 2.3 Shading Languages Shading languages, such as Pixar s RenderMan shading language, 13, 38] can be used for more than just ....

P. Haeberli and K. Akeley. The accumulation buffer: Hardware support for high-quality rendering. In Proc. SIGGRAPH, pages 309--318, August 1990.


Dynamically Reparameterized Light Fields - Isaksen, McMillan, Gortler (2000)   (14 citations)  (Correct)

....efficient methods for rendering when the camera surface, image surface, and focal surface are planar. We extend the lumigraph texture mapping approach [7] to support dynamic reparameterization. We render the contribution of each data camera D s,t using multi texturing and an accumulation buffer [9]. Our method works with arbitrary non negative aperture functions. Multi texturing, supported by Microsoft Direct3D 7 s texture stages [14] allows a single polygon to have multiple textures and multiple projective texture coordinates. At each pixel, two sets of texture coordinates are ....

Paul E. Haeberli and Kurt Akeley. The accumulation buffer: Hardware support for high-quality rendering. SIGGRAPH 90, 24(4):309--318, 1990.


Semantic Depth of Field - Kosara, Miksch, Hauser (2001)   (3 citations)  (Correct)

....on the camera position. For the 3D display, the billboards need to be depth sorted because the edges of the chess pieces become semitransparent when being blurred, and therefore need to be rendered into the frame buffer in the correct order. For the map viewer, we used the accumulation buffer [9] to blur the different map layers, and then composited them using blending directly into the frame buffer. Both implementations are rather slow, and are in need of some optimization. 8 Conclusions and Future Work We have proposed a new method for providing focus and context in visualizations. ....

P. Haeberli and K. Akeley. The accumulation buffer: Hardware support for high-quality rendering. Computer Graphics (Proceedings SIGGRAPH'90), 24(4):309--318, Aug. 1990.


Fast Perception-Based Depth of Field Rendering - Mulder, van Liere (2000)   (2 citations)  (Correct)

....3. 2 Multi Pass Rendering DOF effects can also be created by rendering the scene multiple times with a standard pin hole camera where the center of projection is slightly translated while preserving a common plane in focus [10] The final image is generated by accumulation of all the sub images [8]. A similar 3 technique is used in distributed ray tracing [5, 4] Here multiple rays are traced through the scene that originate from different locations around the ideal center of projection. Although these techniques produce very good and accurate results, they are computationally expensive ....

P. Haeberli and K. Akeley. The accumulation buffer: Hardware support for high-quality rendering. In Forest Baskett, editor, Computer Graphics (SIGGRAPH '90 Proceedings) , pages 309--318, 1990.


High-Degree Temporal Antialiasing - Dachille, Kaufman (2000)   (1 citation)  (Correct)

....weightings. Care must be taken to use the proper number of samples to reach a continuous tone blur; too few samples results in distracting strobing. Hardware has been developed which can accommodate this form of motion blur by averaging multiple samples for each frame using an accumulation buffer [7, 14]. We examine improved methods of weighting samples over time which require unequal weightings and a greater number of samples. Distribution ray tracing [2] improved the quality of images by trading aliasing (strobing seen by averaging just a few points in time) for noise by stratifying samples ....

P. Haeberli and K. Akeley. The accumulation buffer: Hardware support for high-quality rendering. Computer Graphics (SIGGRAPH '90 Proceedings), 24(4):309--318, Aug. 1990.


Rapid 3-D Cone-Beam Reconstruction with the Simultaneous.. - Mueller, Yagel (2000)   (Correct)

....framebuffer to allow for the frame accumulations without loss of precision. After a certain number of frames are rendered, the framebuffer is averaged by bit shifting it to the right, and the motion blurred scene or object is displayed. These extended framebuffers, called accumulation buffers [9], can also be used to generate soft shadows, depth of field effects, as well as high quality anti aliasing of polygonal objects [9] On the other hand, there are also a number of new graphics and volume rendering boards currently being prepared for market introduction (e.g. the VIZARD volume ....

....framebuffer is averaged by bit shifting it to the right, and the motion blurred scene or object is displayed. These extended framebuffers, called accumulation buffers [9] can also be used to generate soft shadows, depth of field effects, as well as high quality anti aliasing of polygonal objects [9]. On the other hand, there are also a number of new graphics and volume rendering boards currently being prepared for market introduction (e.g. the VIZARD volume rendering board [15] One may be able to work with the designers to add mechanisms that would allow a framebuffer word to be changed, ....

P. Haeberli and K. Akeley, "The accumulation buffer: hardware support for high-quality rendering," Computer Graphics (Proceedings of SIGGRAPH '90), vol. 24, no. 4, pp. 309--318, 1990.


An Adaptive Supersampling Method - Lau   (Correct)

....the number of samples per pixel. Four, eight or sixteen sample locations are chosen from an 828 coverage mask for anti aliasing. Other FSB methods include [1] in which all polygons are required to clip against each other to produce a list of visible polygons before the scan conversion process and [8] in which the scene is Image Analysis Applications and Computer Graphics, Chin et al. Eds. LNCS 1024, Springer Verlag, pp. 205 214, Dec. 1995. sampled multiple times at different subpixel positions to produce multiple images which are combined to produce an output image. Both of these methods ....

Haeberli, P., Akeley, K.: "The Accumulation Buffer: Hardware Support for HighQuality Rendering". Computer Graphics 24(4) (Aug. 1990) 309--318.


Accurate Image Generation and Interactive Image Editing with.. - Lau, Wiseman (1992)   (Correct)

.... visibility can roughly be classified into fixed sized buffering methods, which use a fixed sized buffer for generating images, and variablesized buffering methods, which use a variable sized buffer [10] Fixed sized buffering methods normally require a lot of memory [6] or a lot of processing [1] [8]. Variable sized buffering methods can be further divided into the span buffering method [4] 11] 14] which stores polygons as spans in the buffer and the pixel buffering method [2] which stores polygons as pixel fragments in the buffer. Because of the very nature of the variable sized ....

P. Haeberli and K. Akeley. The Accumulation Buffer: Hardware Support for High-Quality Rendering. Computer Graphics, Vol. 24, No. 4, Aug. 1990, pp309-318


Semantic Depth of Field - Kosara, Miksch, Hauser (2001)   (3 citations)  (Correct)

....on the camera position. For the 3D display, the billboards need to be depth sorted because the edges of the chess pieces become semitransparent when being blurred, and therefore need to be rendered into the frame buffer in the correct order. For the map viewer, we used the accumulation buffer [9] to blur the different map layers, and then composited them using blending directly into the frame buffer. Both implementations are rather slow, and are in need of some optimization. 8 Conclusions and Future Work We have proposed a new method for providing focus and context in visualizations. ....

P. Haeberli and K. Akeley. The accumulation buffer: Hardware support for high-quality rendering. Computer Graphics (Proceedings SIGGRAPH'90), 24(4):309--318, Aug. 1990.


Efficient Image-Based Methods for Rendering Soft Shadows - Agrawala, Ramamoorthi.. (2000)   (10 citations)  (Correct)

....Stark et al. 28] describe analytic methods for computing soft shadows. These approaches are computationally intensive and are not suitable for fast soft shadow generation for complex scenes. Herf and Heckbert [12] combine a number of shadow images for each receiver using an accumulation buffer [9]. The method is 1 McMillan [20] calls this inverse warping. object based, and the precomputation time can grow quadratically with the number of objects being shadowed, making it impractical for large scenes. Furthermore, a separate (generally large) texture is created for each shadowed object. ....

P. E. Haeberli and K. Akeley. The accumulation buffer: Hardware support for high-quality rendering. In SIGGRAPH 90 proceedings, pages 309--318, 1990.


Interactive Non-Photorealistic Technical Illustration - Gooch (1998)   (3 citations)  (Correct)

....cool Gamma kwarm ) 2 respectively, and an ambient term of (k cool kwarm ) 2. This assumes the object color is set to white. The Phong highlight should be turned off to remove the jarring artifacts caused by the negative blue light. Highlights could be added on systems with accumulation buffers [16]. C Code fragment for generating the two lights, using the OpenGL API: GLfloat Rwarm, Gwarm, Bwarm,Rcool, Gcool, Bcool; Rwarm=207 255.0; Gwarm=207 255.0; Bwarm=145 255.0; Rcool=80 255.0; Gcool=80 255.0; Bcool=145 255.0; GLfloat hidiffuse[ Rwarm Rcool) 2.0, Gwarm Gcool) 2.0, ....

Haeberli, P. The accumulation buffer: Hardware support for high-quality rendering. SIGGRAPH 90 Conference Proceedings 24, 3 (Aug. 1990).


Point-based Surface Rendering with Motion Blur - Guan, Mueller (2004)   (Correct)

No context found.

HAEBERLI P., AKELEY K.: The accumulation buffer: hardware support for high-quality rendering. In Proceedings of the 17th annual conference on Computer graphics and interactive techniques (1990), ACM Press, pp. 309--318. 2


Method of Displaying Optical Effects within Water using.. - Nishita, Nakamae (1994)   (8 citations)  (Correct)

No context found.

P. Haeberli, K. Akeley, "The Accumulation Buffer: Hardware Support for High Quality Rendering," Computer Graphics, Vol. 24, No. 4,(1990),pp. 309-313.


Interactive Rendering with Real-World - Illumination Simon Gibson   (Correct)

No context found.

Haeberli, P., and Akeley, K. The accumulation buffer: Hardware support for high-quality rendering. Computer Graphics (Proceedings of SIGGRAPH 90) 24, 4 (August 1990), 309--318.


Precomputed Radiance Transfer for Real-Time Rendering in.. - Sloan, Kautz, Snyder (2002)   (24 citations)  (Correct)

No context found.

HAEBERLI, P, AND AKELEY, K, The Accumulation Buffer: Hardware Support for High-Quality Rendering, SIGGRAPH `90, 309-318.


Object-Order Rendering of Discrete Objects - Swan II (1997)   (1 citation)  (Correct)

No context found.

Haeberli, P. and Akeley, K., "The Accumulation Buffer: Hardware Support for High-Quality Rendering", Computer Graphics (proceedings of SIGGRAPH), 24(4), August 1990, pp. 309--318.


Precomputed Radiance Transfer for Real-Time Rendering in.. - Sloan, Kautz, Snyder (2002)   (24 citations)  (Correct)

No context found.

HAEBERLI, P, AND AKELEY, K, The Accumulation Buffer: Hardware Support for High-Quality Rendering, SIGGRAPH `90, 309-318.


Interleaved Sampling - Keller, Heidrich (2001)   (3 citations)  (Correct)

No context found.

HA90. P. Haeberli and K. Akeley, The Accumulation Buffer: Hardware Support for HighQuality Rendering, Computer Graphics (SIGGRAPH '90 Conference Proceedings), 1990, pp. 309--318.

First 50 documents  Next 50

Online articles have much greater impact   More about CiteSeer.IST   Add search form to your site   Submit documents   Feedback  

CiteSeer.IST - Copyright Penn State and NEC