A massively parallel approach for the design of a raytracing oriented architecture
EGGH'88 Proceedings of the Third Eurographics conference on Advances in Computer Graphics Hardware
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This article surveys most of the major issues to be dealt with when generating realistic images, and covers papers up to December 1985. It begins with an overview of the rendering process and a quick review of visible-surface-determination algorithms. Then, in more detail, it discusses shading, antialiasing, texture mapping, shadows, and optical effects and closes witha discussion of modeling primitives.