The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Interleaving: a multithreading technique targeting multiprocessors and workstations
ASPLOS VI Proceedings of the sixth international conference on Architectural support for programming languages and operating systems
On the design of display processors
Communications of the ACM
ACM SIGGRAPH 2006 Papers
IEEE Transactions on Circuits and Systems for Video Technology
An optimal hidden-surface algorithm and its parallelization
ICCSA'11 Proceedings of the 2011 international conference on Computational science and its applications - Volume Part III
On the correctness of the SIMT execution model of GPUs
ESOP'12 Proceedings of the 21st European conference on Programming Languages and Systems
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
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Graphics architectures are in the midst of a major transition. In the past, these were specialized architectures designed to support a single rendering algorithm: the standard Z buffer. Realtime 3D graphics has now advanced to the point where the Z-buffer algorithm has serious shortcomings for generating the next generation of higher-quality visual effects demanded by games and other interactive 3D applications. There is also a desire to use the high computational capability of graphics architectures to support collision detection, approximate physics simulations, scene management, and simple artificial intelligence. In response to these forces, graphics architectures are evolving toward a general-purpose parallel-programming model that will support a variety of image-synthesis algorithms, as well as nongraphics tasks.