EGGH90: Eurographics Workshop on Graphics Hardware 1990
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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 ...