A fast shaded-polygon renderer
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
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
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Simulation and expected performance analysis of multiple processor Z-buffer systems
SIGGRAPH '80 Proceedings of the 7th 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
Continuous Shading of Curved Surfaces
IEEE Transactions on Computers
Algorithm for computer control of a digital plotter
IBM Systems Journal
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In a typical graphics system, a single drawing processor is used to perform pixel level drawing operations, one pixel at a time. A VLSI based drawing processor and image memory controller is presented which takes advantage of scan-line partitioning of many graphics operations. A four processor implementation is described which operates on four scan-lines in parallel to achieve near real-time shading performance for complex objects. Drawing processor commands are provided for points, vectors, triangles, rectangles, block pixel moves, and image transfers. Vectors and triangles can be drawn with shading and depth buffering. The chips also incorporate integral vector and area pattern registers, and support translucency. The drawing processor chips directly interface to the image memory RAMs without any external buffers, registers, caches, or control logic, allowing a high performance system to be configured simply and cost effectively. These chips are implemented in the GX4000 high performance workstation graphics system which is capable of rendering close to 200,000 shaded and depth-buffered 100 pixel polygons per second and over 34,000 shaded and depthbuffered 1000 pixel polygons per second.