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A 3-D CELLULAR FRAME BUFFER
(The Eurographics Association, 1985)
A new architecture for storing and processing of threedimensional (3-D) graphics is described, The 3-D objects are discretized and stored in a full 3-D cellular memory of voxels. A 3-D graphics processor scan-converts 3-D ...
An Algorithm for 3D Scan-Conversion of Polygons
(Eurographics Association, 1987)
A three-dimensional (3D) scan-conversion algorithm, that scanconverts 3D planar polygons into their discrete voxel-map representation within a Cubic Frame Buffer (CFB), is presented. The algorithm, which is a variation of ...
Memory Organization for a Cubic Frame Buffer
(The Eurographics Association, 1986)
A special memory organization of a cubic voxel-based frame buffer is presented. The memory of voxels is divided into n modules of voxels each. The k-th module groups together all the principal diagonal planes within the ...
Forest of Quadtrees: An Object Representation for 3D Graphics
(Eurographics Association, 1989)
A forest of quadtrees is proposed as an alternative data structure for representing and manipulating 3D and 2.5D graphics. A data representation of a forest offers space savings over common quadtrees by concentrating the ...