Now showing items 1-17 of 17

    • A 2nd generation autostereoscopic 3-D display 

      Lang, S.R.; Travis, A.R.L.; Castle, O.M.; Moore, l.R. (The Eurographics Association, 1992)
    • Accelerating Polygon Clipping 

      Schneider, Bengt-Olaf (The Eurographics Association, 1992)
      Polygon clipping is a central part of image generation and image visualization systems.In spite of its algorithmic simplicity it consumes a considerable amount of hardware or software resources. Polygon clipping performance ...
    • Anti-Aliased Line Drawing on a Distributed Cell Store System 

      Moore, A. A.; Ng, C. M.; Bustard, D. W. (The Eurographics Association, 1992)
      One of the principle drawbacks with traditional parallel image composition architectures is the lack of support for transparent images. This paper introduces the Distributed Cell Store System, an architecture based on image ...
    • An Architecture for Interactive Raster Graphics 

      Kuijk, A.A.M.; Blake, E.H.; Hagen, P.J.W. ten (The Eurographics Association, 1992)
      A radical reappraisal of the 3-D Interactive raster graphics pipeline has resulted In an experimentalarchitecture for a workstation which is currently being evaluated at the CWI. The principal features of thisarchitecture ...
    • ASICs for a High Performance IVIulti Processor Systemfor Photo-realistic Image Synthesis 

      Vijt, Peter De; Claesen, Luc; Man, Hugo De (The Eurographics Association, 1992)
      A number of ASIC architectures are presented to build a system for fast photorealistic rendering of complex images. Both ray tracing and radiosity algorithms can be used. The system consists of a number of custom and general ...
    • Depth Complexity in Object-Parallel Graphics Architectures 

      Cox, Michael; Hanrahan, Pat (The Eurographics Association, 1992)
      We consider a multiprocessor graphics architecture object-parallel if graphics primitivesare assigned to processors without regard to screen location, and if each processorcompletely renders the primitives it is assigned. ...
    • Distributed Frame Buffer for Rapid Dynamic Changes to 3D Scenes 

      Coppen, Derek; Slater, Mel; Davison, Allan; Hawes, David (The Eurographics Association, 1992)
      This paper describes a distributed frame buffer architecture, based on the Tiling Algorithm for dynamic modification, and designed to achieve fast display updates inresponse to dynamic transformations of graphical objects. ...
    • An Efficient Massively Parallel Rasterization Scheme For a High Performance Graphics System 

      Karpf, S.; Chaillou, C. (The Eurographics Association, 1992)
      We present in this paper the IMOGENE II system, a massively parallelMulti-SIMD graphics system. This architecture uses a new rasterization scheme combining Object Parallelism and Parallel Virtual Buffers. This scheme leads ...
    • An Extended Volume Visualization System for Arbitrary Parallel Projection 

      Bakalash, R.; Kaufman, A.; Pacheco, R.; Pfister, H. (The Eurographics Association, 1992)
      We present a special architecture for arbitrary parallel projection for visualization ofvolumetric data. Using a ray-casting technique, parallel memory access, and pipelinedprocessing of rays in a composition tree, we can ...
    • Hardware Acceleration of Texture Mapping 

      Dunnett, Graham; Grimsdale, Richard; Lister, Paul; White, Martin (The Eurographics Association, 1992)
      We present a hardware design based around scan-line algorithms. The design can perform colour mapping, environment mapping and produce shading effects which include a specular term. We describe the algorithms which are ...
    • Hardware Challenges for Ray Tracing and Radiosity Algorithms 

      Jansen, Frederik W.; Kok, Arjan J. F.; Verelst, Theo (The Eurographics Association, 1992)
      Computer graphics algorithms and graphics hardware have mainly been developed along two lines: real-time display and realistic display. Real-time display has been achieved by developing dedicated hardware for projective, ...
    • Hidden contours on a frame-buffer 

      Rossignac, Jarek R.; Emmerik, Maarten van (The Eurographics Association, 1992)
      To comply with drafting practices and because shaded images do not always reveal the internal or hiddenstructures of 3D models, designers need wireframe images with hidden lines dashed and nonconlour tesselation edges ...
    • M-Buffer: A Flexible MISD Architecture for AdvancedGraphics 

      Schneider, Bengt-Olaf; Rossignac, Jarek (The Eurographics Association, 1992)
      Contemporary graphics architectures are based on a hardware-supported geometric pipeline, a rasterizer, a z-buffer and two frame buffers. Additional pixel memory isused for alpha blending and for storing logical information. ...
    • On the Design of a Real-Time Volume Rendering Engine 

      Smit, J.; Wessels, N.J.; Horst, A. van del'; Bentum, M.J. (The Eurographics Association, 1992)
      An architecture for a Real-Time Volume Rendering Engine is given capable of computing750x750x512 samples from a 3D dataset at a rate of 25 images per second.The RT-VRE uses for this purpose 64 dedicated rendering chips, ...
    • A Parallel-Pipelined Multiprocessor System for the Radiosity Method 

      Shen, L.S.; Deprettere, E.F. (The Eurographics Association, 1992)
      Ray-tracing and radiosity algorithms can produce very realistic images, but they require a lot of computations which make them impractical for scenes of highcomplexity. Several attempts have been made to speed up computations ...
    • Parallelization and Hardware Support for Ray Tracing 

      Groene, Alwin; Renz, Oliver (The Eurographics Association, 1992)
      Even on the latest workstations ray tracing is still a very time-consuming algorithm.This paper makes a thorough analysis of previous attempts to accelerate raytracing by means of parallelization with general purpose ...
    • Transputer-based Parallel Ray Tracing System Using Demand Data Transfer 

      Kawai, Toshiyuki; Ohnishi, Mitsuhisa; Abeki, Jun-ichi; Ohnishi, Hironobu (The Eurographics Association, 1992)
      This paper describes a parallel ray tracing system MAGG which has 86 transputers and HDTV frame buffers. Our system is based on a screen subdivision algorithm. In this algorithm, each processor essentially requires entire ...