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dc.contributor.authorMolnar, Stevenen_US
dc.contributor.editorW. Strasseren_US
dc.date.accessioned2014-02-06T14:30:47Z
dc.date.available2014-02-06T14:30:47Z
dc.date.issued1995en_US
dc.identifier.isbn-en_US
dc.identifier.issn-en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH95/003-013en_US
dc.description.abstractTexturing and imaging have become essential tasks for high­ speed, high-quality rendering systems. They make possible effects such as photo-textures, environment maps, decals, modulated transparency, shadows, environment maps, and bump maps, to name just a few.These operations all require high-speed access to a large "image" memory closely connected to the rasterizer hardware. The design of such memory systems is challenging because there are many competing constraints: memory bandwidth, memory size, flexibility, and, of course, cost PixelFlow is an experimental hardware architecture designed to support new levels of geometric complexity and to incorporate realistic rendering effects such as programmable shading. This required an extremely flexible and high-performance texture/image subsystem. This paper describes the PixelFlow texture/image subsystem, the design decisions behind it and its advantages and limitations. Future directions are also described.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleThe PixelFlow Texture and Image Subsystemen_US
dc.description.seriesinformationTenth Eurographics Workshop on Graphics Hardwareen_US


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