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dc.contributor.authorPöpsel, Josefen_US
dc.contributor.authorTikwinski, Eckarden_US
dc.contributor.editorRichard Grimsdale and Arie Kaufmanen_US
dc.date.accessioned2014-02-06T14:11:47Z
dc.date.available2014-02-06T14:11:47Z
dc.date.issued1990en_US
dc.identifier.isbn3-540-54291-4en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH90/039-051en_US
dc.description.abstractFor 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 time display. The disadvantages of this approach are the relatively poor quality of Gouraud shaded images and its still very high cost, which so far prohibit real-time applications running on standard PCs. This article describes a universal approach to provide a very powerful graphic unit using minimal hardware at very low cost. This graphic unit will not only support Gouraud shading, but also such methods as 2D-texturing (3], solid texturing [10], normal (bump) texturing [2], shadow mapping [15, 13] and Phong shading [11] as well as a combination of these methods (shade trees [5]).en_US
dc.publisherThe Eurographics Associationen_US
dc.titleA Multipurpose Hardware Shaderen_US
dc.description.seriesinformationEurographics Workshop on Graphics Hardwareen_US


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