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dc.contributor.authorWinser, Paulen_US
dc.contributor.authorBonnet, Thierryen_US
dc.contributor.authorDumont, Dominiqueen_US
dc.contributor.authorMathieu, Yvesen_US
dc.date.accessioned2015-10-05T07:55:48Z
dc.date.available2015-10-05T07:55:48Z
dc.date.issued1988en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egtp.19881022en_US
dc.description.abstractWe discuss the specific architecture requirements of real time 3D display systems intended for low cost mass market products of the near future. Vertex transformation and polygon rendering are two processing aspects where hardware acceleration must be used to achieve the performance target. The use of one or more DSP chips as vertex processors is discussed, and two efficient z-buffer implementations described. Antialiasing and texture mapping greatly improve the visual impression at some processing cost.en_US
dc.publisherEurographics Associationen_US
dc.titleArchitectures for Mass Market 3D Displaysen_US
dc.description.seriesinformationEG 1988-Technical Papersen_US
dc.identifier.doi10.2312/egtp.19881022en_US


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