Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
A new simple and efficient antialiasing with subpixel masks
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Fast Division Using Accurate Quotient Approximations to Reduce the Number of Iterations
IEEE Transactions on Computers - Special issue on computer arithmetic
Leo: a system for cost effective 3D shaded graphics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Reflection vector shading hardware
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
FBRAM: a new form of memory optimized for 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Time/space tradeoffs for polygon mesh rendering
ACM Transactions on Graphics (TOG)
Division and Square Root: Digit-Recurrence Algorithms and Implementations
Division and Square Root: Digit-Recurrence Algorithms and Implementations
Accurate Rendering by Subpixel Addressing
IEEE Computer Graphics and Applications
Tutorial: Time-Multiplexed Stereoscopic Computer Graphics
IEEE Computer Graphics and Applications
Texram: A Smart Memory for Texturing
IEEE Computer Graphics and Applications
Measuring the Accuracy of ROM Reciprocal Tables
IEEE Transactions on Computers
Design Issues in Floating-Point Division
Design Issues in Floating-Point Division
On Division by Functional Iteration
IEEE Transactions on Computers
Hardware for superior texture performance
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
An architecture for rapid stereoscopic image generation
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
Hardware supported bump mapping: a step towards higher quality real-time rendering
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
An Effective Pixel Rasterization Pipeline Architecture for 3D Rendering Processors
IEEE Transactions on Computers
A Cost-Effective Pipelined Divider with a Small Lookup Table
IEEE Transactions on Computers
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Integrating the slope and setup calculations for triangles to the rasterizer offloads the host processor from intensive calculations and can significantly increase 3D system performance. The processing on the host is greatly reduced and much less data is passed from the host to the graphics subsystem. A setup architecture handling generalized triangle meshes and computing all necessary parameters for a high-end raster pipe-line to generate Gouraud shaded, texture- and bumpmapped triangles is described and its benefits on the final bandwidth are shown. To efficiently compute the slopes and color gradients for each triangle, some implementation aspects on division and multiplication pipelines are discussed.