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GH '06: Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM2006 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
Vienna Austria September 3 - 4, 2006
ISBN:
978-3-905673-37-1
Published:
03 September 2006
Sponsors:
EUROGRAPHICS
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Abstract

Welcome to Graphics Hardware 2006 the premier venue for research and development on high-performance graphics hardware and its applications. This is the 21st event in a sequence of highly successful workshops and symposiums organized in cooperation with Eurographics and SIGGRAPH taking place September 3rd and 4th in Vienna, Austria. For the 6th year this event has been co-located with either two premier computer graphics conferences SIGGRAPH or Eurographics, alternating every year between the US and Europe.

Graphics Hardware is a highly visible, established international forum for exchanging experience and knowledge related to computer graphics hardware. The event, held annually since 1986, offers a unique perspective on graphics hardware by combining discussions and constructive criticism of innovative concepts as well as product-level designs. It is an inclusive forum for the entire graphics hardware community and brings together researchers, engineers, and architects.

This year we continued the steady increase of submissions for Graphics Hardware with a total of 45 paper submissions. Every one of the papers was carefully considered by our 36 program committee members plus additional reviewers that faced the difficult task of selecting the best papers from a high-quality pool of submissions. At the end 14 papers were selected for presentation at the conference and for publication in these proceedings.

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SESSION: Hardware architecture
Article
The visual vulnerability spectrum: characterizing architectural vulnerability for graphics hardware

With shrinking process technology, the primary cause of transient faults in semiconductors shifts away from high-energy cosmic particle strikes and toward more mundane and pervasive causes---power fluctuations, crosstalk, and other random noise. Smaller ...

Article
A digital rights enabled graphics processing system

With the emergence of 3D graphics/arts assets commerce on the Internet, to protect their intellectual property and to restrict their usage have become a new design challenge. This paper presents a novel protection model for commercial graphics data by ...

Article
Minimum triangle separation for correct z-buffer occlusion

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 z-buffer resolution. Our results are ...

Article
Distributed texture memory in a multi-GPU environment

In this paper we present a consistent, distributed, shared memory system for GPU texture memory. This model enables the virtualization of texture memory and the transparent, scalable sharing of texture data across multiple GPUs. Textures are stored as ...

SESSION: Realistic rendering on GPUs
Article
Realistic soft shadows by penumbra-wedges blending

Recent real-time shadow generation techniques try to provide shadows with realistic penumbrae. However, most techniques are whether non-physically based or too simplified to produce convicing results. The penumbra-wedges algorithm is a physical approach ...

Article
GPU-accelerated deep shadow maps for direct volume rendering

Deep shadow maps unify the computation of volumetric and geometric shadows. For each pixel in the shadow map, a fractional visibility function is sampled, pre-filtered, and compressed as a piecewise linear function. However, the original implementation ...

Article
Non-interleaved deferred shading of interleaved sample patterns

This paper presents a novel and fast technique to combine interleaved sampling and deferred shading on a GPU. The core idea of this paper is quite simple. Interleaved sample patterns are computed in a non-interleaved deferred shading process. The ...

Article
Quadtree relief mapping

Relief mapping is an image based technique for rendering surface details. It simulates depth on a polygonal model using a texture that encodes surface height. The presented method incorporates a quadtree structure to achieve a theoretically proven ...

SESSION: Algorithms in hardware
Article
B-KD trees for hardware accelerated ray tracing of dynamic scenes

This paper introduces a new spatial index structure, called Bounded KD tree (B-KD tree), for realtime ray tracing of dynamic scenes. By presenting hardware units of all time critical B-KD tree algorithms in the context of a custom realtime ray tracing ...

Article
Efficient video decoding on GPUs by point based rendering

To accelerate computation intensive video decoding tasks, we present a novel framework to offload most decoding operations to current GPUs. Our method is based on rendering graphics points and suitable for block-based video standards. By representing ...

Article
Pseudorandom number generation on the GPU

Statistical algorithms such as Monte Carlo integration are good candidates to run on graphics processing units. The heart of these algorithms is random number generation, which generally has been done on the CPU. In this paper we present GPU ...

SESSION: Compression
Article
High quality normal map compression

Normal mapping is a widely used technique in real-time graphics, but so far little research has focused on compressing normal maps. Therefore, we present several simple techniques that improve the quality of ATI's 3Dc normal map compression algorithm. ...

Article
Efficient depth buffer compression

Depth buffer performance is crucial to modern graphics hardware. This has led to a large number of algorithms for reducing the depth buffer bandwidth. Unfortunately, these have mostly remained documented only in the form of patents. Therefore, we ...

Article
Compressed lossless texture representation and caching

A number of texture compression algorithms have been proposed to reduce texture storage size and bandwidth requirements. To deal with the requirement for random access, these algorithms usually divide the texture into tiles and apply a fixed rate ...

Contributors
  • Lund University
  • Vienna University of Technology
  1. Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware

    Recommendations

    Acceptance Rates

    Overall Acceptance Rate 37 of 94 submissions, 39%
    YearSubmittedAcceptedRate
    GH '08321134%
    GH '07301240%
    HWWS '02321444%
    Overall943739%