Larry D. Seiler
Mitsubishi Electric
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Featured researches published by Larry D. Seiler.
international conference on computer graphics and interactive techniques | 1999
Hanspeter Pfister; Jan C. Hardenbergh; Jim Knittel; Hugh C. Lauer; Larry D. Seiler
This paper describes VolumePro, the world’s first single-chip realtime volume rendering system for consumer PCs. VolumePro implements ray-casting with parallel slice-by-slice processing. Our discussion of the architecture focuses mainly on the rendering pipeline and the memory organization. VolumePro has hardware for gradient estimation, classification, and per-sample Phong illumination. The system does not perform any pre-processing and makes parameter adjustments and changes to the volume data immediately visible. We describe several advanced features of VolumePro, such as gradient magnitude modulation of opacity and illumination, supersampling, cropping and cut planes. The system renders 500 million interpolated, Phong illuminated, composited samples per second. This is sufficient to render volumes with up to 16 million voxels (e.g., 256) at 30 frames per second. CR Categories: B.4.2 [Hardware]: Input/Output and Data Communications—Input/Output DevicesImage display; C.3 [Computer Systems Organization]: Special-Purpose and ApplicationBased Systems—Real-time and embedded systems; I.3.1 [Computer Graphics]: Hardware Architecture—Graphics processor;
international symposium on microarchitecture | 1999
Joel McCormack; Robert McNamara; Christopher C. Gianos; Norman P. Jouppi; Todd Aldridge Dutton; John H. Zurawski; Larry D. Seiler; Ken Correll
High-performance 3D graphics accelerators traditionally require multiple chips on multiple boards. In contrast, Neon-a single chip-performs like a multichip design, accelerating openGL 3D rendering and X11 and windows/NT 2D rendering.
international conference on computer graphics and interactive techniques | 2002
Kurt Akeley; David B. Kirk; Larry D. Seiler; Philipp Slusallek; Brad Grantham
Ray-tracing produces images of stunning quality but is difficult to make interactive. Rasterization is fast but making realistic images with it requires splicing many different algorithms together. Both GPU and CPU hardware grow faster each year. Increased GPU performance facilitates new techniques for interactive realism, including high polygon counts, multipass rendering, and texture-intensive techniques such as bumpmapping and shadows. On the other hand, increased CPU performance and dedicated ray-tracing hardware push the potential framerate of ray-tracing ever higher.
Archive | 2001
Joel J. McCormack; Keith Istvan Farkas; Norman P. Jouppi; Larry D. Seiler; Robert McNamara
Archive | 1998
Norman P. Jouppi; Joel J. McCormack; Larry D. Seiler; Mark O. Yeager
international conference on computer graphics and interactive techniques | 1998
Joel McCormack; Robert McNamara; Christopher C. Gianos; Larry D. Seiler; Norman P. Jouppi; Ken Correll
Archive | 2000
Larry D. Seiler; Yin Wu; Hugh C. Lauer; Vishal C. Bhatia; Jeffrey Lussier
Archive | 2002
Joel J. McCormack; Norman P. Jouppi; Larry D. Seiler
Archive | 1998
Hugh C. Lauer; Larry D. Seiler
Archive | 1996
Joel J. McCormack; Robert McNamara; Larry D. Seiler; Christopher C. Gianos