EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware: Recent submissions
Now showing items 281-300 of 524
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The Conveyor - an Interconnection Device for ParallelVolumetric Transformations
(The Eurographics Association, 1991)This paper presents the conveyor, an interconnection device which operates on a 3D skewed memory space and provides the capability of parallel volumetrictransformation. The special concept of the conveyor, its design and ... -
The I.M.O.G.E.N .E. Machine: Some Hardware Elements
(The Eurographics Association, 1991)The goal of the I.M.O.G.E.N.E. project is to define a real time graphics system. We focus on true real time display, images being computed at frame rate, i.e 50 (or 60) times a second. The I.M.O.G.E.N.E. machine uses no ... -
Dynamic Load Balancing within a High PerformanceGraphics System
(The Eurographics Association, 1991)Interactive 3D graphics applications require significant arithmetic processing to meet the ever-inreasing desire for higher image complexity and higher resolution in displayed images. This paper describes a graphics processor ... -
Silicon Compilers for Graphics Hardware Design
(The Eurographics Association, 1991)Experiences with the realization of an object processor using a silicon compiler will be described. Object processors are parts of the object oriented display processor architecture PROOF (Pipeline for Rendering in an ... -
XInPosse: Structural Simulation for Graphics Hardware
(The Eurographics Association, 1991)A structural simulator is used both to test hardware and to visualizesoftware that should run on that hardware. In a layered set of graphical hardwaresimulators, a structural simulator bridges the gap between hardware ... -
Issues and Directions for Graphics Hardware Accelerators
(The Eurographics Association, 1991) -
Correct Shading of Regularized CSG Solids Using a Depth-Interval Buffer
(The Eurographics Association, 1990)A convenient interactive design environment requires efficient facilities for shading solid models represented in CSG. Shading techniques based on boundary eval uation or ray casting that require calculations of geometric ... -
A New Space Partitioning for Mapping Computations of the Radiosity Method onto a Highly Pipelined Parallel Architecture
(The Eurographics Association, 1990)Despite the fact that realistic images can be generated by ray-tracing and radiosity shading, these techniques are impractical for scenes of high complexity because of the extremely high time cost. Several attempts have ... -
I.M.O.G.E.N.E.-A Solution to the Real Time Animation Problem
(The Eurographics Association, 1990)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 ... -
MARTI-A Multiprocessor Architecture for Ray Tracing Images
(The Eurographics Association, 1990)Multiprocessor systems are well suited to ray tracing, since each ray can be traced independently. However, the large databases required to model complex scenes create problems of data access. In this paper we propose a ... -
An Efficient Parallel Ray Tracing Scheme for Highly Parallel Architectures
(The Eurographics Association, 1990)The production of realistic image generated by computer requires a huge amount of computation and a large memory capacity. The use of highly parallel com puters allows this process to be performed faster. Distributed ... -
A Cellular Architecture for Ray Tracing
(The Eurographics Association, 1990)"We propose in this paper a massively parallel machine dedicated to image synthesis by discrete ray tracing techniques. This machine is a four-stage pipeline, the last stage being a bidimensional cellular array with one ... -
Building a Full Scale VLSI-Based Volume Visualization System
(The Eurographics Association, 1990)The hardware realization of an advanced prototype of the Cube volume visualization system, Cube-3, is presented. The primary hardware component of Cube is a viewing and rendering multiprocessor with distributed 3D voxel ... -
Some Practical Aspects of Rendering
(The Eurographics Association, 1990)"The scan conversion of simple primitives, e.g., vectors and triangles has been worked on in many different ways. General descriptions of algorithms often do not consider 'minor' problems, that can be difficult to solve ... -
A Multipurpose Hardware Shader
(The Eurographics Association, 1990)For the last few years the state of the art in producing three-dimensional Gouraud shaded graphics has been the use of Gouraud shading hardware. Combined with z-buffering it enables graphic workstations to provide real ... -
The AIDA Display Processor System Architecture
(The Eurographics Association, 1990)This paper describes the Advanced Image Display Architecture, AIDA. The primary aims were to design a graphics display subsystem capable of satisfying the needs of both high performance workstations and vehicle simulator ... -
Real Time Phong Shading
(The Eurographics Association, 1990)Nowadays, hardware support for Gouraud shading is state-of-the-art. Most hardware implementations of the Phong shading algorithm lack flexibility, for example are restricted in the number of light sources. In this paper, ... -
The Triangle Shading Engine
(The Eurographics Association, 1990)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 ... -
A Distributed Frame Buffer within a Window-Oriented High Performance Graphics System
(The Eurographics Association, 1989)Today's workstation users demand high computational performance combined with powerful graphics and a comfortable window system. Existing and forthcoming standards like OKS-3D, PHIOS/PHIGS+, X Window System, and PEX have ... -
A Chinese-Character and Graphics Workstation
(The Eurographics Association, 1989)This paper introduces the design approaches of a Chinese-character and graphics workstation OOS-80OO which has been developed at the Computer Graphics Research Laboratory, Department of Computer Science and Engineering, ...