Advances in Computer Graphics Hardware最新文献

筛选
英文 中文
A Multi-Processor Workstation with a Logic-Enhanced Distributed Frame Buffer 具有逻辑增强分布式帧缓冲器的多处理器工作站
Advances in Computer Graphics Hardware Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/229-238
F. Jansen
{"title":"A Multi-Processor Workstation with a Logic-Enhanced Distributed Frame Buffer","authors":"F. Jansen","doi":"10.2312/EGGH/EGGH87/229-238","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/229-238","url":null,"abstract":"A graphics workstation should offer both a wide variety of 2D and 3D realtime display functions as well as a programmable parallel-processing capacity for large processing tasks. A system concept is proposed that meets these requirements by offering a multi-processor configuration with general-purpose programmable processors, enhanced with specific logic that can perform for each node a large number of simple pixel operations in parallel.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131669603","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
New Algorithms for Computer Graphics 计算机图形学的新算法
Advances in Computer Graphics Hardware Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/003-019
M. Overmars
{"title":"New Algorithms for Computer Graphics","authors":"M. Overmars","doi":"10.2312/EGGH/EGGH87/003-019","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/003-019","url":null,"abstract":"1. Introduction The area of computational geometry deals with the study of algorithms for problems concerning geometric objects like e.g. lines, polygons, circles, etc. in the plane and in higher dimensional space. Since its introduction in 1976 by Shamos the field has developed rapidly and nowadays there are even special conferences and journals devoted to the topic. A list of publications by Edelsbrunner and van Leeuwen [6J collected in 1982 already contained over 650 papers. And this number has rapidly increased since then. Clearly, a large number of problems in computer graphics deals with geometric objects as well. Examples are hidden line elimination, windowing prob­ lems, intersection problems, etc. Hence, computer graphics can benefit from the techniques developed in computational geometry. In computational geometry many new sophisticated data structures and algo­","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122669513","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
VLSI Drawing Processor Utilizing Multiple Parallel Scan-Line Processors 利用多个并行扫描线处理器的VLSI绘图处理器
Advances in Computer Graphics Hardware Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/167-182
D. Denault, Erica Ryherd, J. G. Torborg, R. Tosi, R. Werner
{"title":"VLSI Drawing Processor Utilizing Multiple Parallel Scan-Line Processors","authors":"D. Denault, Erica Ryherd, J. G. Torborg, R. Tosi, R. Werner","doi":"10.2312/EGGH/EGGH87/167-182","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/167-182","url":null,"abstract":"In a typical graphics system, a single drawing processor is used to perform pixel level drawing operations, one pixel at a time. A VLSI based drawing processor and image memory controller is presented which takes advantage of scan-line partitioning of many graphics operations. A four processor implementation is described which operates on four scan-lines in parallel to achieve near real-time shading performance for complex objects. \u0000 \u0000Drawing processor commands are provided for points, vectors, triangles, rectangles, block pixel moves, and image transfers. Vectors and triangles can be drawn with shading and depth buffering. The chips also incorporate integral vector and area pattern registers, and support translucency. \u0000 \u0000The drawing processor chips directly interface to the image memory RAMs without any external buffers, registers, caches, or control logic, allowing a high performance system to be configured simply and cost effectively. These chips are implemented in the GX4000 high performance workstation graphics system which is capable of rendering close to 200,000 shaded and depth-buffered 100 pixel polygons per second and over 34,000 shaded and depthbuffered 1000 pixel polygons per second.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123136813","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
A Multiple Application Graphics Integrated Circuit - MAGIC II 多应用图形集成电路- MAGIC II
Advances in Computer Graphics Hardware Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/081-092
Helen R. Finch, M. Agate, A. Garel, P. Lister, R. L. Grimsdale
{"title":"A Multiple Application Graphics Integrated Circuit - MAGIC II","authors":"Helen R. Finch, M. Agate, A. Garel, P. Lister, R. L. Grimsdale","doi":"10.2312/EGGH/EGGH87/081-092","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/081-092","url":null,"abstract":"This paper describes the design considerations for a polygon graphics geometry processor subsystem. The architecture for a Multiple Application Graphics Integrated Circuit (MAGIC II) is outlined, and low, medium and high performance system configurations using MAGIC II are discussed.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132305845","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Reconstructing Solids from Tomographic Scans - The PARCUM II System 从层析扫描重建实体- PARCUM II系统
Advances in Computer Graphics Hardware Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/209-227
D. Jackel, W. Straßer
{"title":"Reconstructing Solids from Tomographic Scans - The PARCUM II System","authors":"D. Jackel, W. Straßer","doi":"10.2312/EGGH/EGGH87/209-227","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/209-227","url":null,"abstract":"The computer-aided design of mechanical parts is supported by sophisticated geometric modelers and visualized by high-performance raster graphics systems allowing for a realistic display. The geometric modeler accepts the designer's inputs and converts them into a 3D model. In general, the designer has total control of the object description defining his design. But in contrast, the situation is different when dealing with existing physical objects, e.g. natural objects such as the human body, for which an explicit 3D model is required. For instance, in many applications the input information is a sequence of 2D tomographic scans. In this case the task is to combine both the interactive CADmode of construction as well as the scan-based mode of reconstruction in an integrated system, such that an unique 3D object representation is achieved and can be supported by hardware efficiently. \u0000 \u0000Here we describe a cellular space representation scheme which is supported by a voxel-oriented graphics system --the PARCUM II System.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132599543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 22
Ray Tracing Rational B-Spline Patches in VLSI VLSI中光线追踪的有理b样条补丁
Advances in Computer Graphics Hardware Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/047-063
Bengt-Olaf Schneider
{"title":"Ray Tracing Rational B-Spline Patches in VLSI","authors":"Bengt-Olaf Schneider","doi":"10.2312/EGGH/EGGH87/047-063","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/047-063","url":null,"abstract":"Rational B-spline surfaces make it possible to merge the concepts of freeform surfaces and that of surfaces described by rational polynomials especially conic sections. For ray tracing it is crucial to determine the intersection between ray and object. Therefore an algorithm is developed that is suitable for a VLSI implementation. Some alternatives for the implementation of this algorithm are presented and discussed. The paper concludes with a discussion of some problems and possible further developments.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125776358","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
The voxblt Engine: A Voxel Frame Buffer Processor voxblt引擎:一个体素帧缓冲处理器
Advances in Computer Graphics Hardware Pub Date : 1988-09-11 DOI: 10.2312/EGGH/EGGH88/085-102
A. Kaufman
{"title":"The voxblt Engine: A Voxel Frame Buffer Processor","authors":"A. Kaufman","doi":"10.2312/EGGH/EGGH88/085-102","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH88/085-102","url":null,"abstract":"The voxblt Engine (vE) is a 3D frame-buffer processor which manipulates and processes \"3D bitmaps\" (voxel maps) stored in a cubic frame buffer of voxels. The vE is the 3D counterpart of the 2D frame buffer processor, which is an extended version of the 2D bitblt and RasterOps engines. \u0000 \u0000The primitives of the vE are subcubes of the cubic frame buffer and are of three kinds: rooms (3D windows), jacks (3D cursors), and figurines (3D icons). In addition to manipolating these primitives, the vE also serves as a monitor for interaction, as an interface for 3D input devices, and as a channel for inputting into the cubic frame buffer 3D voxel images from either 3D scanners or a voxel image database. The vE has been developed as part of the CUBE system, In which it operates as an Independent processor executing its own commands stored in a 3D framebuffer display list. A room manager, which is the 3D counterpart of the 2D Window manager, has been implemented on top of the vE.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115852774","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 45
A Distributed Data Model for Raytracing 光线追踪的分布式数据模型
Advances in Computer Graphics Hardware Pub Date : 1988-09-11 DOI: 10.2312/EGGH/EGGH88/019-026
J. Skyttä, T. Takala
{"title":"A Distributed Data Model for Raytracing","authors":"J. Skyttä, T. Takala","doi":"10.2312/EGGH/EGGH88/019-026","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH88/019-026","url":null,"abstract":"Ray tracing is a superior method for producing realistic images. It can take into account all natural phenomena covered by classical ray optics in image formation, and that without any extra modeling effort. The main disadvantage is its high cost in terms of computer time. Production of ray traced images of reasonably complex scenes takes long in real time with a moderate general purpose computer [Whi80). \u0000 \u0000The basic idea of ray tracing is the brute force algorithm for simulating the path of a ray of light in the whole model space. As no global information of the model is used to anticipate the interactions of the ray with model elements, every ray must be tested against every object and most of the processing time is consumed to ray-object intersection calculation. At each intersection found the ray is divided into reflected and refracted components and into a ray directed to each light source to produce shadows. Higher quality images need more pixels to be calculated and the number of elements in a scene grows linearly with model complexity, leading to steep increase of the computational complexity of the whole problem.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133907455","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Utilization of VLSI for Creating an Active Data Base of 3-D Geometric Models 利用VLSI建立三维几何模型活动数据库
Advances in Computer Graphics Hardware Pub Date : 1987-10-01 DOI: 10.2312/EGGH/EGGH86/083-093
J. Skyttä, T. Takala
{"title":"Utilization of VLSI for Creating an Active Data Base of 3-D Geometric Models","authors":"J. Skyttä, T. Takala","doi":"10.2312/EGGH/EGGH86/083-093","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH86/083-093","url":null,"abstract":"Parallelism of geometric computation can be achieved by distributing the computation efforts according to essentially three different strategies, based on functional, spatial and structural division, respectively (Mantyla 1983). The conventional and already commercialized way to introduce parallel computation for viewing 3-D geometric models is employing functional parallelism as a pipeline for performing different sequential transformation phases of the 3-D viewing operation (Clark 1981). This approach limits the number of parallel activities to the number of separable functional computational modules. A second approach for parallelism is the division of the modeling space into separable volume elements, which can be processed independently using a suitable data structure like an octree(Kronlof 1985). The logical component structure of a model gives a third distribution strategy. Then each processor answers only to the computational needs of its assigned objects.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1987-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131153687","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Display Architecture for VLSI-based Graphics Workstations 基于vlsi图形工作站的显示体系结构
Advances in Computer Graphics Hardware Pub Date : 1987-10-01 DOI: 10.2312/EGGH/EGGH86/003-016
P. Hagen, A. Kuijk, C. G. Trienekens
{"title":"Display Architecture for VLSI-based Graphics Workstations","authors":"P. Hagen, A. Kuijk, C. G. Trienekens","doi":"10.2312/EGGH/EGGH86/003-016","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH86/003-016","url":null,"abstract":"At present, two popular development areas in computer graphics are improvement of interaction behaviour and more realistic graphics. \u0000 \u0000The architecture for a high quality interactive workstation proposed in this work is designed such that both demanding and in a sense competing needs can be served. Calculations for generating realistic full 3-D scenes with lighting, transparency, reflection, and refraction effects, are done on the workstation itself. Intermediate results are stored to locally serve high level interaction mechanisms.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"936 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1987-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116429243","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 18
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信