Now showing items 1-12 of 12

    • The AIDA Display Processor System Architecture 

      Evans, S. R.; Grimsdale, R. 1.; Lister, P. F.; Nimmo, A. D. (The Eurographics Association, 1990)
      This paper describes the Advanced Image Display Architecture, AIDA. The primary aims were to design a graphics display subsystem capable of satisfying the needs of both high performance workstations and vehicle simulator ...
    • Building a Full Scale VLSI-Based Volume Visualization System 

      Bakalash, Reuven; Kaufman, Arie; Xu, Zhong (The Eurographics Association, 1990)
      The hardware realization of an advanced prototype of the Cube volume visualization system, Cube-3, is presented. The primary hardware component of Cube is a viewing and rendering multiprocessor with distributed 3D voxel ...
    • A Cellular Architecture for Ray Tracing 

      Atamenia, Abdelghani; Meriaux, Michel; Lepretre, Eric; Degrande, Samuel; Vidal, Bruno (The Eurographics Association, 1990)
      "We propose in this paper a massively parallel machine dedicated to image synthesis by discrete ray tracing techniques. This machine is a four-stage pipeline, the last stage being a bidimensional cellular array with one ...
    • Correct Shading of Regularized CSG Solids Using a Depth-Interval Buffer 

      Rossignac, Jaroslaw R.; Wu, Jeffrey (The Eurographics Association, 1990)
      A convenient interactive design environment requires efficient facilities for shading solid models represented in CSG. Shading techniques based on boundary eval­ uation or ray casting that require calculations of geometric ...
    • An Efficient Parallel Ray Tracing Scheme for Highly Parallel Architectures 

      Badouel, Didier; Priol, Thierry (The Eurographics Association, 1990)
      The production of realistic image generated by computer requires a huge amount of computation and a large memory capacity. The use of highly parallel com­ puters allows this process to be performed faster. Distributed ...
    • I.M.O.G.E.N.E.-A Solution to the Real Time Animation Problem 

      Chaillou, Christophe; Meriaux, Michel; Karpf, Sylvain (The Eurographics Association, 1990)
      Current graphics processors are very slow for displaying shaded 3D objects. A lot of work is being done in order to define faster display processors by using massive parallelism and VLSI components. Our proposal goes along ...
    • MARTI-A Multiprocessor Architecture for Ray Tracing Images 

      Hebert, M-P.; McNeill, M. D. J.; Shah, B.; Grimsdale, R. 1.; Lister, P. F. (The Eurographics Association, 1990)
      Multiprocessor systems are well suited to ray tracing, since each ray can be traced independently. However, the large databases required to model complex scenes create problems of data access. In this paper we propose a ...
    • A Multipurpose Hardware Shader 

      Pöpsel, Josef; Tikwinski, Eckard (The Eurographics Association, 1990)
      For the last few years the state of the art in producing three-dimensional Gouraud shaded graphics has been the use of Gouraud shading hardware. Combined with z-buffering it enables graphic workstations to provide real ...
    • A New Space Partitioning for Mapping Computations of the Radiosity Method onto a Highly Pipelined Parallel Architecture 

      Shen, Li-Sheng; Deprettere, E.; Dewilde, P. (The Eurographics Association, 1990)
      Despite the fact that realistic images can be generated by ray-tracing and radiosity shading, these techniques are impractical for scenes of high complexity because of the extremely high time cost. Several attempts have ...
    • Real Time Phong Shading 

      Claussen, Ute (The Eurographics Association, 1990)
      Nowadays, hardware support for Gouraud shading is state-of-the-art. Most hardware implementations of the Phong shading algorithm lack flexibility, for example are restricted in the number of light sources. In this paper, ...
    • Some Practical Aspects of Rendering 

      Schilling, Andreas (The Eurographics Association, 1990)
      "The scan conversion of simple primitives, e.g., vectors and triangles has been worked on in many different ways. General descriptions of algorithms often do not consider 'minor' problems, that can be difficult to solve ...
    • The Triangle Shading Engine 

      Ackermann, Hans-Josef; Hornung, Christoph (The Eurographics Association, 1990)
      This paper describes an algorithm implementing the Gouraud-shading of triangles and its realization in hardware. Different realizations using span shading hard­ ware are discussed. Their drawbacks lead to the concept of a ...