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Now showing 1 - 5 of 5
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    Display of Solid Models with a Multi-Processor System
    (Eurographics Association, 1987) Jansen, Frederik W.; Sutherland, Robert J.
    There is a growing need for fast high-quality display of solid objects. Recently-developed custom-VLSI hardware offers high-speed display but lacks the flexibility and processing power at the pixel level to sustain the calculations and filter operations needed for realistic reflection models, texture mapping and anti-aliasing. Multi-processor systems built with general-purpose components of relatively high capacity and moderate cost provide an alternative; they also offer higher performance than single processor systems but retain their flexibility. A CSG hidden-surface algorithm based on depth-buffering and image subdivision is presented which is suitable for use with such a multi-processor system.
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    A shadow algorithm for CSG
    (Eurographics Association, 1990) Jansen, Frederik W.; van der Zalm, Arno N. T.
    An algorithm is presented for constructing shadow volumes for CSG objects. For each primitive solid, the algorithm calculates a tree of shadow volumes to model the shadows generated by the shadow-generating parts of the boundary of the primitive. The shadow of the complete CSG object is the union of these shadow trees. An implementation of the algorithm is described for a scan-line display algorithm for CSG objects with polygonal primitives.
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    CSG Hidden Surface Algorithms for VLSI Hardware Systems
    (The Eurographics Association, 1986) Jansen, Frederik W.; W. Strasser
    Constructive Solid Geometry (CSG) is a solid modeling representation thatdefines objects ·as Boolean combinations of primitive solids. For thedisplay of such objects, both the visibility problem and the problem ofcombining the primitive solids into one composite object have to be solved.Recently, several CSG hidden surface algorithms have been published thatreduce these two problems to a combination of simple depth comparisons andlogical operations at the pixel level that can be performed in VLSI hardwaredisplay systems. An overview of these algorithms is given. Furthermore,a CSG depth-buffer algorithm is presented that combines these algorithms.
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    A Multi-Processor Workstationwith a Logic-Enhanced Distributed Frame Buffer
    (The Eurographics Association, 1987) Jansen, Frederik W.; Fons Kuijk and Wolfgang Strasser
    A graphics workstation should offer both a wide variety of 20 and 3D realtime display functions as well as a programmable parallel-processing capacity for large processing tasks. A system concept is proposed that meets these requirements by offering a multi-processor configuration with general-purpose programmable processors, enhanced with specific logic that can perform for each node a large number of simple pixel operations in parallel.
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    A Pixel-Parallelhidden Surface Algorithm For Constructive Solid Geometry
    (The Eurographics Association, 1986) Jansen, Frederik W.; A.A.G. Requicha
    VLSI techniques have greatly enlarged the possibilities to design new frame buffer architectures with parallel processing capabilities down to the pixel level. For these pixel processor systems a parallel hidden surface algorithm is presented for displaying objects defined with Constructive Solid Geometry. The algorithm is based on a CSG evaluation with bitwise operations and multiple scanning of the primitives.