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dc.contributor.authorCurington, Ian J.en_US
dc.contributor.editorC.E. Vandonien_US
dc.date.accessioned2015-09-29T08:29:33Z
dc.date.available2015-09-29T08:29:33Z
dc.date.issued1985en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/eg.19851030en_US
dc.description.abstractA surface rendering implementation is described that separates visibility operations from surface shading operations with a Normal-Buffer data structure. This allows for scene complexity independent shading operations at a fixed computational cost per frame. The Normal-Buffer approach also allows the implementation of a fully vectorized surface-shading algorithm when the shading model is applied to each pixel in the scene. The vectorized shader is described using an array processor with a directly attatched frame store in a high performance scene-generation system.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleA NORMAL-BUFFER VECTORIZED SURFACE SHADING MODELen_US
dc.description.seriesinformationEurographics Conference Proceedingsen_US
dc.identifier.doi10.2312/eg.19851030en_US


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