The Triangle Shading Engine
Abstract
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.
BibTeX
@inproceedings {10.2312:EGGH:EGGH90:003-013,
booktitle = {Eurographics Workshop on Graphics Hardware},
editor = {Richard Grimsdale and Arie Kaufman},
title = {{The Triangle Shading Engine}},
author = {Ackermann, Hans-Josef and Hornung, Christoph},
year = {1990},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {3-540-54291-4},
DOI = {10.2312/EGGH/EGGH90/003-013}
}
booktitle = {Eurographics Workshop on Graphics Hardware},
editor = {Richard Grimsdale and Arie Kaufman},
title = {{The Triangle Shading Engine}},
author = {Ackermann, Hans-Josef and Hornung, Christoph},
year = {1990},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {3-540-54291-4},
DOI = {10.2312/EGGH/EGGH90/003-013}
}