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Now showing items 201-208 of 208
Realizing OpenGL: Two Implementations of One Architecture
(The Eurographics Association, 1997)
The OpenGL Graphics System provides a well-specified, widely accepted dataflow for 3D graphics and imaging. OpenGL is an architecture; an OpenGL-capable computer is a hardware manifestation or implementaion of that ...
PixelFlow: The Realization
(The Eurographics Association, 1997)
PixelFlow is an architecture for high-speed, highly realistic image generation, based on the techniques of object-parallelism and image composition. Its initial architecture was described in [MOLN92]. After development by ...
Heresy: A Virtual Image-Space 3D Rasterization Architecture
(The Eurographics Association, 1997)
With the advent of virtual reality and other visual applications that require photo and cinema realism, 3D graphics hardware has started to enter into the main stream. This paper describes the design and evaluation of a ...
Characterization of Static 3D Graphics Workloads
(The Eurographics Association, 1997)
3D graphics transform 3D models into 2D images by simulating the physics of light propagation from the lighting sources, through the objects, and eventually to the eyes. Although specialized graphics hardware engines have ...
Triangle Scan Conversion using 2D Homogeneous Coordinates
(The Eurographics Association, 1997)
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 or hardware implementations ...
Neon: A Single-Chip 3D Workstation Graphics Accelerator
(The Eurographics Association, 1998)
High-performance 3D graphics accelerators traditionally require multiple chips on multiple boards, including geometry, rasterizing, pixel processing, and texture mapping chips. These designs are often scalable: they can ...
Prefetching in a Texture Cache Architecture
(The Eurographics Association, 1998)
Texture mapping has become so ubiquitous in real-time graphics hardware that many systems are able to perform filtered texturing without any penalty in fill rate. The computation rates available in hardware have been ...
IMEM: An Intelligent Memory for Bump- and Reflection-Mapping
(The Eurographics Association, 1998)
Data path simplification in the context of reflection- and bumpmapping hardware opens new solutions in the design of rendering and shading circuits. We are proposing a novel approach to rendering bump- and reflection-mapped ...