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dc.contributor.authorLefevere, V.en_US
dc.contributor.authorKarpf, S.en_US
dc.contributor.authorChaillou, C.en_US
dc.contributor.authorMeriaux, M.en_US
dc.contributor.editorA. Kaufmanen_US
dc.date.accessioned2014-02-06T14:15:17Z
dc.date.available2014-02-06T14:15:17Z
dc.date.issued1991en_US
dc.identifier.isbn-en_US
dc.identifier.issn-en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH91/054-073en_US
dc.description.abstractThe 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.publisherThe Eurographics Associationen_US
dc.titleThe I.M.O.G.E.N .E. Machine: Some Hardware Elementsen_US
dc.description.seriesinformationEurographics Workshop on Graphics Hardwareen_US


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