dc.contributor.author | Lefevere, V. | en_US |
dc.contributor.author | Karpf, S. | en_US |
dc.contributor.author | Chaillou, C. | en_US |
dc.contributor.author | Meriaux, M. | en_US |
dc.contributor.editor | A. Kaufman | en_US |
dc.date.accessioned | 2014-02-06T14:15:17Z | |
dc.date.available | 2014-02-06T14:15:17Z | |
dc.date.issued | 1991 | en_US |
dc.identifier.isbn | - | en_US |
dc.identifier.issn | - | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH91/054-073 | en_US |
dc.description.abstract | The goal of the I.M.O.G.E.N.E. project is to define a real time graphics system. We focus on true real time display, images being computed at frame rate, i.e 50 (or 60) times a second. The I.M.O.G.E.N.E. machine uses no frame buffer. We use a massive object parallelism; the graphics module is made of a large number of object-processors, each one handling one graphics primitive at pixel rate in raster-scan order. Shading computations are made in a deferred shading processor using Phong's method. After a brief presentation of Object-Oriented Architectures,we present new details about the hardware implementation of our Object Processors, and describe for the first time the shading processor. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | The I.M.O.G.E.N .E. Machine: Some Hardware Elements | en_US |
dc.description.seriesinformation | Eurographics Workshop on Graphics Hardware | en_US |