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Now showing items 11-15 of 15
Unsolved Problems and Opportunities for High-quality, High-performance 3D Graphics on a PC Platform
(The Eurographics Association, 1998)
In the late 1990 s, graphics hardware is experiencing a dramatic board-to-chip integration reminiscent to the minicomputer-to-microprocessor revolution of the 1980 s. Today, mass-market PCs are beginning to match the 3D ...
Quadratic Bezier Triangles As Drawing Primitives
(The Eurographics Association, 1998)
We propose to use quadratic Bezier triangles as additional drawing primitives: quadratic Bezier triangles require much less model data for faithful representation of curved surfaces than planar triangles. Therefore, they ...
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 ...