Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
IEEE Computer Graphics and Applications
A fast shaded-polygon renderer
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A parallel processor architecture for graphics arithmetic operations
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
The Geometry Engine: A VLSI Geometry System for Graphics
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Chap - a SIMD graphics processor
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Real-time rendering of trimmed surfaces
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A characterization of ten rasterization techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The rendering architecture of the DN10000VS
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
High speed high quality antialiased vector generation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Real-time display of quadric on the I.M.O.G.E.N.E. machine
SMA '91 Proceedings of the first ACM symposium on Solid modeling foundations and CAD/CAM applications
PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A scalable hardware render accelerator using a modified scanline algorithm
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
The Image Chip for High Performance 3D Rendering
IEEE Computer Graphics and Applications
Breaking the Frame-Buffer Bottleneck with Logic-Enhanced Memories
IEEE Computer Graphics and Applications
EXACT: algorithm and hardware architecture for an improved A-buffer
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
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
Hardware accelerated rendering of CSG and transparency
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Real-time programmable shading
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
VC-1: a scalable graphics computer with virtual local frame buffers
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
High quality rendering using the Talisman architecture
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Efficient bump mapping hardware
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Texture mapping 3D models of real-world scenes
ACM Computing Surveys (CSUR)
A shading language on graphics hardware: the pixelflow shading system
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Texture tile visibility determination for dynamic texture loading
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Multiresolution rendering with displacement mapping
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
ASP-DAC '00 Proceedings of the 2000 Asia and South Pacific Design Automation Conference
The SAGE graphics architecture
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Hardware-Assisted Polygon Antialiasing
IEEE Computer Graphics and Applications
The Truga001: A Scalable Rendering Processor
IEEE Computer Graphics and Applications
Parallel polygon rendering on the graphics computer VC-1
PAS '95 Proceedings of the First Aizu International Symposium on Parallel Algorithms/Architecture Synthesis
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Interactive Transparency Rendering for Large CAD Models
IEEE Transactions on Visualization and Computer Graphics
Real-time high-quality View-Dependent Texture Mapping using per-pixel visibility
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
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
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Education: Fast ray tracing and the potential effects on graphics and gaming courses
Computers and Graphics
Total recall: a debugging framework for GPUs
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM Transactions on Graphics (TOG)
Stream compaction for deferred shading
Proceedings of the Conference on High Performance Graphics 2009
Inferred lighting: fast dynamic lighting and shadows for opaque and translucent objects
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Efficient substitutes for subdivision surfaces
ACM SIGGRAPH 2009 Courses
TRaX: a multicore hardware architecture for real-time ray tracing
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
Reducing shading on GPUs using quad-fragment merging
ACM SIGGRAPH 2010 papers
Analytical motion blur rasterization with compression
Proceedings of the Conference on High Performance Graphics
Genetic programming for shader simplification
Proceedings of the 2011 SIGGRAPH Asia Conference
Image-based fast small triangle rasterization
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
On filtering the noise from the random parameters in Monte Carlo rendering
ACM Transactions on Graphics (TOG)
SMAA: Enhanced Subpixel Morphological Antialiasing
Computer Graphics Forum
Geometry-aware framebuffer level of detail
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Clustered deferred and forward shading
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
GPU-based ray-casting of quadratic surfaces
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Combining Z-buffer engines for higher-speed rendering
EGGH'88 Proceedings of the Third Eurographics conference on Advances in Computer Graphics Hardware
A virtual memory system organization for bit-mapped graphics displays
EGGH'89 Proceedings of the Fourth Eurographics conference on Advances in Computer Graphics Hardware
The AIDA display processor system architecture
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
A cellular architecture for ray tracing
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
I.M.O.G.E.N.E.: a solution to the real time animation problem
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
Dynamic load balancing within a high performancegraphics system
EGGH'91 Proceedings of the Sixth Eurographics conference on Advances in Computer Graphics Hardware: rendering, visualization and rasterization hardware
The I.M.O.G.E.N .E. machine: some hardware elements
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
An architecture for interactive raster graphics
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
An efficient massively parallel rasterization scheme for a high performance graphics system
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
A real time rendering system with normal vector shading
EGGH'94 Proceedings of the Ninth Eurographics conference on Graphics Hardware
The pixelflow texture and image subsystem
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
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
Design principles of hardware-based phong shading and bump mapping
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
DTI in context: illustrating brain fiber tracts in situ
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
A sort-based deferred shading architecture for decoupled sampling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Real-Time rendering framework in the virtual home design system
Transactions on Edutainment IX
Optimizing disparity for motion in depth
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Current affordable architectures for high-speed display of shaded 3D objects operate orders of magnitude too slowly. Recent advances in floating point chip technology have outpaced polygon fill time, making the memory access bottleneck between the drawing processor and the frame buffer the most significant factor to be accelerated. Massively parallel VLSI system have the potential to bypass this bottleneck, but to date only at very high cost. We describe a new more affordable VLSI solution. A pipeline of triangle processors rasterizes the geometry, then a further pipeline of shading processors applies Phong shading with multiple light sources. The triangle processor pipeline performs 100 billion additions per second, and the shading pipeline performs two billion multiplies per second. This allows 3D graphics systems to be built capable of displaying more than one million triangles per second. We show the results of an anti-aliasing technique, and discuss extensions to texture mapping, shadows, and environment maps.