dc.contributor.author | Curington, Ian J. | en_US |
dc.contributor.editor | C.E. Vandoni | en_US |
dc.date.accessioned | 2015-09-29T08:29:33Z | |
dc.date.available | 2015-09-29T08:29:33Z | |
dc.date.issued | 1985 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/eg.19851030 | en_US |
dc.description.abstract | A 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.publisher | The Eurographics Association | en_US |
dc.title | A NORMAL-BUFFER VECTORIZED SURFACE SHADING MODEL | en_US |
dc.description.seriesinformation | Eurographics Conference Proceedings | en_US |
dc.identifier.doi | 10.2312/eg.19851030 | en_US |