Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
Introduction to the Graphical Kernel System (GKS) (2nd ed. revised for international standard)
Introduction to the Graphical Kernel System (GKS) (2nd ed. revised for international standard)
Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
Requirements for a VLSI graphics processor
IEEE Computer Graphics and Applications
A graphics system architecture for interactive application-specific display functions
IEEE Computer Graphics and Applications
The Texas Instruments 34010 Graphics System Processor
IEEE Computer Graphics and Applications
National's Advanced Graphics Chip Set for High-Performance Graphics
IEEE Computer Graphics and Applications
A New VLSI Graphics Coprocessor-The Intel 82786
IEEE Computer Graphics and Applications
A Software Testbed for the Development of 3D Raster Graphics Systems
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
Quantitative Analysis of Vector Graphics System Performance
ACM Transactions on Graphics (TOG)
Vax Station: A General-Purpose Raster Graphics Architecture
ACM Transactions on Graphics (TOG)
The Geometry Engine: A VLSI Geometry System for Graphics
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Reaping the Benefits of the Hardware Revolution
IEEE Computer Graphics and Applications
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Raster graphics, while good at achieving realistic and cost-effective image generation, lacks useful (e.g. high-level) and fast (e.g. almost real-time) interaction facilities. One may try to speed up the entire classical image generation pipeline using much processing power but this would clearly lessen the advantages of raster workstations as popular, relatively inexpensive devices. This paper continues our work in restructuring the functional model (first formulated by Ingrid Carlbom) for high-performance architectures. Central to our approach is a visible concern about the underlying data structures used to represent the geometric objects. This originates from the conviction that only through careful design of appropriate graphics data structures and algorithms one can profitably map software tasks into hardware, specifically VLSI. Here we elaborate on a novel object description scheme called "pattern representation" and its envisioned usage. Our work is decidedly in contrast with several current research efforts in the area of graphics hardware where it is commonplace to simply put several processors into a cooperative effort to share the total burden, with each processor taking responsibility for part of the work.