SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
VLSI-architectures for computer graphics
Advances in computer graphics I
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A multiple application graphics integrated circuit: MAGIC II
Advances in computer graphics hardware II
Parallel subpixel scan conversion
Advances in computer graphics hardware II
Advances in computer graphics hardware II
A processor for an object-oriented rendering system
Computer Graphics Forum
Illumination for computer generated pictures
Communications of the ACM
Effektives Anti-Aliasing für die Bilderzeugung auf Rastersichtgeräten
Visualisierungstechniken und Algorithmen, Fachgespräch
The Geometry Engine: A VLSI Geometry System for Graphics
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Parallel processing image synthesis and anti-aliasing
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Smoothly shaded renderings of polyhedral objects on raster displays
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Continuous Shading of Curved Surfaces
IEEE Transactions on Computers
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This paper gives a short introduction into the field of computer image generation in hardware. It discusses the two main approaches, namely partitioning in Image space and In object space. Based on the object space partitioning approach we have defined the PROOF architecture. PROOF is a system that aims at high performance and high quality rendering of raster images. High performance means that up to 30 pictures are generated in one second. The pictures are shaded and anti-aliased, giving the images a high degree of realism. The architecture comprises tnree stages which are responsible for hidden surface removal, shading, and filtering respectively. The first of these stages is a pipeline of object processors. Each of these processors stores and scan converts one object Furthermore, It interpolates the depth and the normal vector across the Object. Each object processor is able to handle objects of a certain primitive type. The specialization of an object processor to a certain primitive type is encapsulated in a Single block called primitive processor. The output of the object processor pipeline is the input to a stage for shading. The illumination model employed takes into account both diffuse and specular reflections. The paper reviews Gouraud and Phong shading with regard to their suitability for a hardware implementation. The final stage of the PROOF system is formed by a stage for filtering the colours of those objects that contribute to a pixel. This done by constructing a subpixel mask and filtering across an area of 2×2 pixels. At the end the paper briefly reports on the current state of the project.