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dc.contributor.authorKugler, Andersen_US
dc.contributor.editorBengt-Olaf Schneider and Andreas Schillingen_US
dc.date.accessioned2014-02-06T14:33:56Z
dc.date.available2014-02-06T14:33:56Z
dc.date.issued1996en_US
dc.identifier.isbn-en_US
dc.identifier.issn-en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH96/049-058en_US
dc.description.abstractIntegrating the slope and setup calculationsfor triangles to the rasterizer offloads the host processor from intensive calculations and can significantly increase 3D system performance. The processing on the host is greatly reduced and much less data is passed from the host to the graphics subsystem. A setup architecture handling generalized triangle meshes and computing all necessary parameters for a high-end raster pipe­line to generate Gouraud shaded, texture- and bump­mapped triangles is described and its benefits on the final bandwidth are shown. To efficiently compute the slopes and color gradients for each triangle, some implementation aspects on division and multiplicationpipelines are discussed.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleThe Setup for Triangle Rasterizationen_US
dc.description.seriesinformationEurographics Workshop on Graphics Hardwareen_US


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