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dc.contributor.authorMcCool, Michael D.en_US
dc.contributor.authorWales, Cluisen_US
dc.contributor.authorMoule, Kevinen_US
dc.contributor.editorKurt Akeley and Ulrich Neumannen_US
dc.date.accessioned2013-10-28T09:58:49Z
dc.date.available2013-10-28T09:58:49Z
dc.date.issued2001en_US
dc.identifier.isbn158113407Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH01/065-072en_US
dc.description.abstractA rasterization algorithm must efficiently generate pixel fragments from geometric descriptions of primitives. ln order to accomplish per-pixel shading, shading parameters must also be interpolated across the primitive in a perspective-correct manner. lf some of these parameters are to be interpreted in later stages of the pipeline directly or indirectly as texture coordinates, then translating spatial and parametric coherence into temporal coherence will improve texture cache performance. Finally, if framebuffer access is also organized around cached blocks, then organizing rasterization so fragments are generated in block-sequential order will maximize framebuffer cache performance. Hilbert-order rasterization accomplishes these goals, and also permits efficient incrementale valuation of edge and interpolation equations.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectL3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjecttexture.en_US
dc.titleIncremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterizationen_US
dc.description.seriesinformationEurographics/SIGGRAPH Graphics Hardware Workshop 2001en_US


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