I.M.O.G.E.N.E.-A Solution to the Real Time Animation Problem

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Date
1990
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
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 this line with the supplemen­ tary aim of displaying images in real time, i.e., 25 or 30 times per second. We choose to design a graphics module without any working memory and thus without frame buffer. A massive parallelism over objects, and thus a pixel pipe-line, are used. Each Object Pro­ cessor handles one 3D object; all the processors work in a synchronous way, processing the same pixel simultaneously at pixel rate. These processors are built from very simple Elementary Processors (2 adders, 2 registers and 6 memory words) computing linear or quadratic expressions V(x,y), where (x,y) are the coordinates of a pixeL A pipelined tree made of basic operators (min, max, or, and, ... ) gathers the results given by the Ob­ ject Processors and makes inter-objects operations, at least hidden part elimination. Such a choice of course involves a high hardware complexity when displaying rather sim­ ple scenes. However, we feel that it is the price to pay for building graphics processors allowing real-time interactive animation (e.g., the graphics unit of a driving simulator).
Description

        
@inproceedings{
10.2312:EGGH/EGGH90/139-151
, booktitle = {
Eurographics Workshop on Graphics Hardware
}, editor = {
Richard Grimsdale and Arie Kaufman
}, title = {{
I.M.O.G.E.N.E.-A Solution to the Real Time Animation Problem
}}, author = {
Chaillou, Christophe
and
Meriaux, Michel
and
Karpf, Sylvain
}, year = {
1990
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3471
}, ISBN = {
3-540-54291-4
}, DOI = {
10.2312/EGGH/EGGH90/139-151
} }
Citation