{"title":"基于vlsi图形工作站的显示体系结构","authors":"P. Hagen, A. Kuijk, C. G. Trienekens","doi":"10.2312/EGGH/EGGH86/003-016","DOIUrl":null,"url":null,"abstract":"At present, two popular development areas in computer graphics are improvement of interaction behaviour and more realistic graphics. \n \nThe 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":0.0000,"publicationDate":"1987-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"18","resultStr":"{\"title\":\"Display Architecture for VLSI-based Graphics Workstations\",\"authors\":\"P. Hagen, A. Kuijk, C. G. Trienekens\",\"doi\":\"10.2312/EGGH/EGGH86/003-016\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"At present, two popular development areas in computer graphics are improvement of interaction behaviour and more realistic graphics. \\n \\nThe 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\":0.0000,\"publicationDate\":\"1987-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"18\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Advances in Computer Graphics Hardware\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2312/EGGH/EGGH86/003-016\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Advances in Computer Graphics Hardware","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/EGGH/EGGH86/003-016","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Display Architecture for VLSI-based Graphics Workstations
At present, two popular development areas in computer graphics are improvement of interaction behaviour and more realistic graphics.
The 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.