The Triangle Shading Engine

dc.contributor.authorAckermann, Hans-Josefen_US
dc.contributor.authorHornung, Christophen_US
dc.contributor.editorRichard Grimsdale and Arie Kaufmanen_US
dc.date.accessioned2014-02-06T14:11:46Z
dc.date.available2014-02-06T14:11:46Z
dc.date.issued1990en_US
dc.description.abstractThis 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 triangle shader, designed as an ASIC. Interfaced to a signal processor for geometry computations, this chip will provide an effective and low-cost 3D-extension to graphics subsystems in the PC environment.en_US
dc.description.seriesinformationEurographics Workshop on Graphics Hardwareen_US
dc.identifier.isbn3-540-54291-4en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH90/003-013en_US
dc.publisherThe Eurographics Associationen_US
dc.titleThe Triangle Shading Engineen_US
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