Marc Olano

Publication List Details

Period

1995 - 2004

Number

31

Co-Authors

Reflection Space Image Based Rendering (2004)

Brian Cabral, Marc Olano, Philip Nemec

High quality, physically accurate rendering at interactive rates has widespread application, but is a daunting task. We attempt to bridge the gap between high-quality offline and interactive...

Triangle Scan Conversion using 2D Homogeneous Coordinates (2004)

Marc Olano, Trey Greer

We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinates, the algorithm avoids costly clipping tests which make pipelining...

Vertex-based Anisotropic Texturing (2004)

Marc Olano, Shrijeet Mukherjee, Angus Dorbie

MIP mapping is a common method used by graphics hardware to avoid texture aliasing. In many situations, MIP mapping over-blurs in one direction to prevent aliasing in another. Anisotropic texturing...

Unknown (2004)

Jonathan Cohen, Marc Olano

In this paper we present a rendering system called Slats, which renders triangle data sets with only a single field time (16.7 ms) of latency in the rendering pipeline. We measure this rendering...

Procedural Primitives in a High Performance, Hardware (2004)

Marc Olano, Anselmo Lastra, Jonathan Leech

In the past, very few types of primitives have been directly supported by graphics accelerators, in spite of the fact that a great variety of complex primitives are routinely used for high-quality...

Interactive Multi-Pass Programmable Shading (2004)

Mark S. Peercy, Marc Olano, John Airey, P. Jeffrey Ungar

Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D...

Simplifying Polygonal Models Using Successive Mappings (2004)

Jonathan Cohen, Dinesh Manocha, Marc Olano

We present the use of mapping functions to automatically generate levels of detail with known error bounds for polygonal models. We develop a piece-wise linear mapping function for each...

Graphics Hardware (2003) (2004)

M. Doggett, W. Heidrich, W. Mark, A. Schilling (editors, Marc Olano, Bob Kuehne

Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders...

Automatic Shader Level of Detail (2003)

M. Doggett, W. Heidrich, W. Mark, A. Schilling (editors, Marc Olano, Bob Kuehne

Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders...

Reflection Space Image Based Rendering (2003)

Brian Cabral, Marc Olano, Philip Nemec

High quality, physically accurate rendering at interactive rates has widespread application, but is a daunting task. We attempt to bridge the gap between high-quality offline and interactive...

Interactive Multi-Pass Programmable Shading (2003)

Mark S. Peercy, Marc Olano, John Airey, P. Jeffrey Ungar

Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D...

Unknown (2003)

Jonathan Cohen, Marc Olano

In this paper we present a rendering system called Slats, which renders triangle data sets with only a single field time (16.7 ms) of latency in the rendering pipeline. We measure this rendering...

Triangle Scan Conversion using 2D Homogeneous Coordinates (2003)

Marc Olano, Trey Greer

We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinates, the algorithm avoids costly clipping tests which make pipelining...

Procedural Primitives in a High Performance, Hardware (2002)

Marc Olano, Anselmo Lastra, Jonathan Leech

In the past, very few types of primitives have been directly supported by graphics accelerators, in spite of the fact that a great variety of complex primitives are routinely used for high-quality...

Vertex-based Anisotropic Texturing (2001)

Marc Olano, Shrijeet Mukherjee, Angus Dorbie

MIP mapping is a common method used by graphics hardware to avoid texture aliasing. In many situations, MIP mapping over-blurs in one direction to prevent aliasing in another. Anisotropic texturing...

Interactive Multi-Pass Programmable Shading (2000)

Mark S. Peercy, Marc Olano, John Airey, P. Jeffrey Ungar

Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D...

PhD Dissertation Proposal (2000)

Marc Olano

It has been recognized that given the wealth of shading possibilities, no single parameter-based shading model could ever be sufficient [Hanrahan90]. In response to this, procedural shading and...

Reflection Space Image Based Rendering (1999)

Brian Cabral, Marc Olano, Philip Nemec

High quality, physically accurate rendering at interactive rates has widespread application, but is a daunting task. We attempt to bridge the gap between high-quality offline and interactive...

Simplifying Polygonal Models Using Successive Mappings (1999)

Jonathan Cohen, Dinesh Manocha, Marc Olano

We present the use of mapping functions to automatically generate levels of detail with known error bounds for polygonal models. We develop a piece-wise linear mapping function for each...

Low Latency Rendering on Pixel-Planes 5 (1999)

Jonathan Cohen, Marc Olano

In this paper we present a rendering system called Slats, which renders triangle data sets with only a single field time (16.7 ms) of latency in the rendering pipeline. We measure this rendering...

Real-Time Programmable Shading (1998)

Anselmo Lastra, Steven Molnar, Marc Olano, Yulan Wang

One of the main techniques used by software renderers to produce stunningly realistic images is programmable shading---executing an arbitrarily complex program to compute the color at each pixel....

Procedural Primitives in a High Performance, Hardware Accelerated, Z-Buffer Renderer (1998)

Marc Olano, Anselmo Lastra, Jonathan Leech

In the past, very few types of primitives have been directly supported by graphics accelerators, in spite of the fact that a great variety of complex primitives are routinely used for high-quality...

A programmable pipeline for graphics hardware /--by Marc Olano. (1998)

Olano, Marc.

Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 1998.

A programmable pipeline for graphics hardware--[microform] /--by Marc Olano. (1998)

Olano, Marc.

Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 1998.

Procedural Primitives in a High Performance, Hardware Accelerated, Z-Buffer Renderer (1997)

Marc Olano, Anselmo Lastra, Jonathan Leech

In the past, very few types of primitives have been directly supported by graphics accelerators, in spite of the fact that a great variety of complex primitives are routinely used for high-quality...

Procedural Primitives in a High Performance, Hardware Accelerated, Z-Buffer Renderer (1997)

Marc Olano, Anselmo Lastra, Jonathan Leech

In the past, very few types of primitives have been directly supported by graphics accelerators, in spite of the fact that a great variety of complex primitives are routinely used for high-quality...

Combatting Rendering Latency (1997)

Marc Olano, Jon Cohen, Mark Mine, Gary Bishop

Latency or lag in an interactive graphics system is the delay between user input and displayed output. We have found latency and the apparent bobbing and swimming of objects that it produces to be a...

Real-Time Programmable Shading (1997)

Anselmo Lastra, Steven Molnar, Marc Olano, Yulan Wang

One of the main techniques used by software renderers to produce stunningly realistic images is programmable shading---executing an arbitrarily complex program to compute the color at each pixel....

Triangle Scan Conversion using 2D Homogeneous Coordinates (1997)

Marc Olano, Trey Greer

We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinates, the algorithm avoids costly clipping tests which make pipelining...

Simplifying Polygonal Models Using Successive Mappings (1997)

Jonathan Cohen, Dinesh Manocha, Marc Olano

We present the use of mapping functions to automatically generate levels of detail with known error bounds for polygonal models. We develop a piece-wise linear mapping function for each...

Real-Time Programmable Shading (1995)

Anselmo Lastra, Steven Molnar, Marc Olano, Yulan Wang

One of the main techniques used by software renderers to produce stunningly realistic images is programmable shading---executing an arbitrarily complex program to compute the color at each pixel....