Fast constructive-solid geometry display in the pixel-powers graphics system
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
A scalable hardware render accelerator using a modified scanline algorithm
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Graphics rendering architecture for a high performance desktop workstation
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Leo: a system for cost effective 3D shaded graphics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
High-performance polygon rendering
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Near real-time shaded display of rigid objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A scan-line hidden surface removal procedure for constructive solid geometry
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A parallel processor system for three-dimensional color graphics
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Simple models of the impact of overlap in bucket rendering
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Pixel masks for screen-door transparency
Proceedings of the conference on Visualization '98
Mixing translucent polygons with volumes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
ZR: a 3D API transparent technology for chunk rendering
Proceedings of the 34th annual ACM/IEEE international symposium on Microarchitecture
Image-Based Techniques in a Hybrid Collision Detector
IEEE Transactions on Visualization and Computer Graphics
Image-based collision detection
Integrated image and graphics technologies
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
ACM SIGGRAPH 2005 Papers
Interactive Transparency Rendering for Large CAD Models
IEEE Transactions on Visualization and Computer Graphics
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Real-time CSG rendering using fragment sort
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Hi-index | 0.00 |
This paper describes algorithms for implementing accurate rendering of CSG and transparency in a hardware 3D accelerator. The algorithms are based on a hardware architecture which performs front-to-back Z-sorted shading; a multiple-pass algorithm which allows an unlimited number of Z-sorted object layers is also described. The multiple-pass algorithm has been combined with an image partitioning algorithm to improve efficiency, and to improve performance of the resulting hardware implementation.