Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Real-time programmable shading
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
A Software Testbed for the Development of 3D Raster Graphics Systems
ACM Transactions on Graphics (TOG)
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
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Simultaneous Bidirectional Transceiver Logic
IEEE Micro
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Texturing and imaging have become essential tasks for highspeed, high-quality rendering systems. They make possible effects such as photo-textures, environment maps, decals, modulated transparency, shadows, environment maps, and bump maps, to name just a few. These operations all require high-speed access to a large "image" memory closely connected to the rasterizer hardware. The design of such memory systems is challenging because there are many competing constraints: memory bandwidth, memory size, flexibility, and, of course, cost. PixelFlow is an experimental hardware architecture designed to support new levels of geometric complexity and to incorporate realistic rendering effects such as programmable shading. This required an extremely flexible and high-performance texture/image subsystem. This paper describes the PixelFlow texture/image subsystem, the design decisions behind it and its advantages and limitations. Future directions are also described.