Search Results

Now showing 1 - 4 of 4
  • Item
    The Triangle Shading Engine
    (The Eurographics Association, 1990) Ackermann, Hans-Josef; Hornung, Christoph; Richard Grimsdale and Arie Kaufman
    This 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.
  • Item
    Single Chip Hardware Support for Rasterization and Texture Mapping
    (The Eurographics Association, 1995) Ackermann, Hans-Josef; W. Strasser
    Today's interactive 3D-applications on Pes demand efficient hardware support for functionality, e.g. shading and texture mapping. In this paper, I present an ASIC that integrates most of the 3D-reIated functionality defined in Intel's de-facto standard 3DR. As the chip was designed for real time environmental simulation systems, the main focus has been on texture mapping, which provides the most natural appearance at a moderate effort level. To avoid artifacts during texture mapping, the chip performs bi- or tri-linear blending on a MIPmap structure. Texture addresses are calculated perspective correct. A crucial problem concerning the tri-linear blending is the necessary data bandwidth between ASIC and the texture buffer. Therefore, I discuss several memory types and architectures for the texture buffer depending on performance, price and board space requirements. A short overview of different system architectures using the ASIC concludes the paper.
  • Item
    An Architecture for a High Performance Rendering Engine
    (The Eurographics Association, 1991) Ackermann, Hans-Josef; Hornung, Christoph; A. Kaufman
    We present an architecture for a high-performance programmable rendering engine.This chip or chip-set will be able to deliver one Gouraud-shaded, z-buffered, texturemodulated and alpha-blended pixel every clock cycle. Focus of the paper is the derivation of the architecture of the pixel processing block from the applied algorithms."
  • Item
    Integration of Live Video and Computer Graphics for Video Effect Generation
    (The Eurographics Association, 1994) Osterfeld, Utz; Ackermann, Hans-Josef; W. Strasser
    We present the architecture of a system, based on a PC, covering real-time video processing by integration of live video and computer graphics. The video processing and integration are realized by generation and evaluation of an on-line MIPmap video texture. This new application of a known filtering technique for still textures in the field of live video processing permits an easy and high performance integration of video and graphics to speed up the video processing. The video texture is mapped on surfaces defined by graphics primitives. The graphics primitives are processed by a standard graphics pipeline with special hardware support for the rendering part.