Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
A new simple and efficient antialiasing with subpixel masks
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
The Image Chip for High Performance 3D Rendering
IEEE Computer Graphics and Applications
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A load balanced SIMD polygon renderer
PRS '95 Proceedings of the IEEE symposium on Parallel rendering
Triangle scan conversion using 2D homogeneous coordinates
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Codesign of graphics hardware accelerators
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Texture mapping 3D models of real-world scenes
ACM Computing Surveys (CSUR)
Quadratic interpolation for near-Phong quality shading
ACM SIGGRAPH 98 Conference abstracts and applications
Neon: a single-chip 3D workstation graphics accelerator
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Dynamic 3D graphics workload characterization and the architectural implications
Proceedings of the 32nd annual ACM/IEEE international symposium on Microarchitecture
Tiled polygon traversal using half-plane edge functions
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Prefiltered antialiased lines using half-plane distance functions
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Incremental and hierarchical Hilbert order edge equation polygon rasterizatione
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Efficient Polygon Clipping for an SIMD Graphics Pipeline
IEEE Transactions on Visualization and Computer Graphics
MIP-Map Level Selection for Texture Mapping
IEEE Transactions on Visualization and Computer Graphics
Efficient Coverage Mask Generation for Antialiasing
IEEE Computer Graphics and Applications
Pervasive 3D Viewing for Product Data Management
IEEE Computer Graphics and Applications
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
A quadrilateral rendering primitive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
A hardware architecture for surface splatting
ACM SIGGRAPH 2007 papers
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Practical logarithmic rasterization for low-error shadow maps
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Technical Section: Area-efficient pixel rasterization and texture coordinate interpolation
Computers and Graphics
Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Hardware implementation of micropolygon rasterization with motion and defocus blur
Proceedings of the Conference on High Performance Graphics
Analytical motion blur rasterization with compression
Proceedings of the Conference on High Performance Graphics
Hierarchical stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Image-based fast small triangle rasterization
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
Computer Graphics Forum
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
Accelerating pathology image data cross-comparison on CPU-GPU hybrid systems
Proceedings of the VLDB Endowment
Towards a taxonomy for display processors
EGGH'89 Proceedings of the Fourth Eurographics conference on Advances in Computer Graphics Hardware
Some practical aspects of rendering
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
Silicon compilers for graphics hardware design
EGGH'91 Proceedings of the Sixth Eurographics conference on Advances in Computer Graphics Hardware: rendering, visualization and rasterization hardware
Testing geometric primitive shaders
EGGH'91 Proceedings of the Sixth Eurographics conference on Advances in Computer Graphics Hardware: rendering, visualization and rasterization hardware
TAYRA: a 3D graphics raster processor
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
Study on rasterization algorithm for graphics acceleration system
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part V
A4: asynchronous adaptive anti-aliasing using shared memory
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Parallel scanline algorithm for rapid rasterization of vector geographic data
Computers & Geosciences
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A parallel algorithm for the rasterization of polygons is presented that is particularly well suited for 3D Z-buffered graphics implementations. The algorithm represents each edge of a polygon by a linear edge function that has a value greater than zero on one side of the edge and less than zero on the opposite side. The value of the function can be interpolated with hardware similar to hardware required to interpolate color and Z pixel values. In addition, the edge function of adjacent pixels may be easily computed in parallel. The coefficients of the "Edge function" can be computed from floating point endpoints in such a way that sub-pixel precision of the endpoints can be retained in an elegant way.