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Item A 3-D CELLULAR FRAME BUFFER(The Eurographics Association, 1985) Kaufman, Arie; Bakalash, Reuven; C.E. VandoniA new architecture for storing and processing of threedimensional (3-D) graphics is described, The 3-D objects are discretized and stored in a full 3-D cellular memory of voxels. A 3-D graphics processor scan-converts 3-D geometric objects into the cellular representation. A 3-D frame buffer processor manipulates 3-D cellular sub-boxes and controls 3-D interaction. Displaying 2-D orthographic projections from a given view position and direction is accomplished by a 3-D viewing processor. With this new architecture, there is neither a need for repeatedly scan-converting modified geometric objects nor a need for removing hidden-surfaces.Item A Two-Dimensional Frame Buffer Processor(The Eurographics Association, 1987) Kaufman, Arie; Fons Kuijk and Wolfgang StrasserThe two-dimensional Frame Buffer Processor (FBP) is part of a proposed raster graphics computer architecture. It is a hardware-oriented organisation of a variation of a bitblt engine with a much richer repertoire. In addition, the FBP gives support to window management, transformations, and assists in some image operations ordinarily performed in software. The introduction of the FBP as a co-processor to geometry and video processors would increase efficiency and speed of graphics systems and bitmap workstations. A special skewed frame-buffer organisation, which allows parallel memory access, further improves system performance.Item The voxblt Engine: A Voxel Frame Buffer Processor(The Eurographics Association, 1988) Kaufman, Arie; A. A. M.KuijkThe voxblt Engine (vE) is a 3D frame-buffer processor which manipulates and processes ''3~ bitmaps"" (voxel maps) stored in a cubic frame buffer of voxels. The vE is the 3D counterpart of the 20 frame buffer processor, which is an extended version of the 20 bitbl/ and RasterOps engines.The primitives of the vE are subcubes of the cubic frame buffer and are of three kinds: rooms (3D windows), jacks (3D cursors), and figurines (3D ,cons). In addition to manipUlating these primitives, the vE also serves as a monitor for interaction, as an interfaoe for 3D input devices, and as a channel for inputling into the cubic frame buffer 3D voxel images from either 3D scanners or a voxel image database. The vE has been developed as part of the CUBE system, In which it operates as an Independent processor executing its own commands stored in a 3D frame-buffer display list. A room manager, which is the 3D counterpart of the 20 Window manager, has been implemented on top cf the vEItem Memory Organization for a Cubic Frame Buffer(The Eurographics Association, 1986) Kaufman, Arie; A.A.G. RequichaA special memory organization of a cubic voxel-based frame buffer is presented. The memory of voxels is divided into n modules of voxels each. The k-th module groups together all the principal diagonal planes within the cubic frame buffer, that their sequential index is k mod (n ). This organization guarantees that all the n voxels which constitute a row in any direction parallel to the axes reside in different modules, permitting the retrieval of all the voxels of a row simultaneously. This memory layout is the heart of a voxel-based CUBE Architecture for three-dimensional graphics. The architecture employs three processors which access the memory, to input, manipulate, and view the image within the memory. The unique memory organization enables these processors and the entire system to cope with real-time constraints.Item An Algorithm for 3D Scan-Conversion of Polygons(Eurographics Association, 1987) Kaufman, ArieA three-dimensional (3D) scan-conversion algorithm, that scanconverts 3D planar polygons into their discrete voxel-map representation within a Cubic Frame Buffer (CFB), is presented. The algorithm, which is a variation of a 2D scan-line filling algorithm, is incremental and uses only simple operations like additions and testy inside the inner loops. The algorithm performs scan-conversion with computational complexity which is linear in the number of voxels written to the CFB. The paper also presents an algorithm that scan-converts polygons clipped to the CFB boundaries with no added time complexity. An all-integer decision mechanism which makes the inner-most loop of the algorithm more efficient is discussed too. All the algorithms guarantee lack of 6-connected "tunnels" in the converted polygons. The algorithms have been implemented as part of the 3D geometry processor of the CUBE Architecture, which is a voxel-based system for 3D graphics. These algorithms allow the' CUBE system to generate the essential primitive polygon within the CFB from a 3D geometric model.