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Patent

Systems and methods for providing controllable texture sampling

TLDR
In this article, improved mechanisms for controlling texture sampling are provided that enable 3D accelerator hardware to greatly increase the level of realism in rendering, including anisotropic surface reflections, self-shadowing, and ray-cast volumetric sampling.
Abstract: 
Systems and methods are provided for controlling texture sampling in connection with computer graphics in a computer system. In various embodiments, improved mechanisms for controlling texture sampling are provided that enable 3-D accelerator hardware to greatly increase the level of realism in rendering, including improved mechanisms for (1) motion blur; (2) generating anisotropic surface reflections (3) generating surface self-shadowing (4) ray-cast volumetric sampling (4) self-shadowed volumetric rendering and (5) self-shadowed volumetric ray-casting. In supplementing existing texture sampling techniques, parameters for texture sampling may be replaced and/or modified.

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Citations
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References
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Proceedings ArticleDOI

Footprint evaluation for volume rendering

TL;DR: A forward mapping rendering algorithm to display regular volumetric grids that may not have the same spacings in the three grid directions is presented, which can support perspective without excessive cost, and support adaptive resampling of the three-dimensional data set during image generation.
Journal ArticleDOI

Texture and reflection in computer generated images

TL;DR: Extensions of this algorithm in the areas of texture simulation and lighting models are described, including extensions of the parametrization of a patch which defines a coordinate system which is used as a key for mapping patterns onto the surface.
Journal ArticleDOI

Survey of Texture Mapping

TL;DR: The fundamentals of texture mapping are surveyed, which can be spilt into two topics: the geometric mapping that warps a texture onto a surface, and the filtering necessary to avoid aliasing.
Patent

Apparatus and method for volume processing and rendering

TL;DR: In this paper, an apparatus and method for real-time volume processing and universal three-dimensional rendering is presented, which includes a block processor having a circular ray integration pipeline for processing voxel data and ray data.
Journal ArticleDOI

Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes

TL;DR: This paper reports on a variety of algorithms that exploit a tree of one-bit adders that can evaluate linear expressions Ax+By+C for every pixel simultaneously, as fast as the ALUs and the memory circuits can accept the results.
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