dc.contributor.author | Ackermann, Hans-Josef | en_US |
dc.contributor.author | Hornung, Christoph | en_US |
dc.contributor.editor | Richard Grimsdale and Arie Kaufman | en_US |
dc.date.accessioned | 2014-02-06T14:11:46Z | |
dc.date.available | 2014-02-06T14:11:46Z | |
dc.date.issued | 1990 | en_US |
dc.identifier.isbn | 3-540-54291-4 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH90/003-013 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | The Triangle Shading Engine | en_US |
dc.description.seriesinformation | Eurographics Workshop on Graphics Hardware | en_US |