Computational geometry: an introduction
Computational geometry: an introduction
Design and experience with a generalized raster toolkit
Proceedings on Graphics Interface '86/Vision Interface '86
The stochastic modelling of trees
Proceedings on Graphics Interface '86/Vision Interface '86
Hardware assistance for Z-buffer visible surface algorithms
Proceedings on Graphics Interface '86/Vision Interface '86
Compositing 3-D rendered images
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A language for bitmap manipulation
ACM Transactions on Graphics (TOG)
Interactive Computer Graphics: Data Structures, Algorithms, Languages
Interactive Computer Graphics: Data Structures, Algorithms, Languages
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
The Design and Analysis of Computer Algorithms
The Design and Analysis of Computer Algorithms
A parallel scan conversion algorithm with anti-aliasing for a general-purpose ultracomputer
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Graphics in overlapping bitmap layers
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A conceptual model of raster graphics systems
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Transparency for computer synthesized images
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
3-D transformations of images in scanline order
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Selection and Sorting with Limited Storage
Selection and Sorting with Limited Storage
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Geometric transforms for fast geometric algorithms
Geometric transforms for fast geometric algorithms
A priori based techniques for determining visibility priority for 3-d scenes
A priori based techniques for determining visibility priority for 3-d scenes
Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Rendering CSG models with a ZZ-buffer
SIGGRAPH '90 Proceedings of the 17th 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
Lights from highlights and shadows
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Fast and approximate stream mining of quantiles and frequencies using graphics processors
Proceedings of the 2005 ACM SIGMOD international conference on Management of data
GRACE-based joins on active storage devices
Distributed and Parallel Databases
M-buffer: a flexible MISD architecture for advanced graphics
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
Hi-index | 0.00 |
Raster graphics displays are almost always refreshed out of a frame buffer in which a digital representation of the currently visible image is kept. The availability of the frame buffer as a two-dimensional memory array representing the displayable area in a screen coordinate system has motivated the development of algorithms that take advantage of this memory for more than just picture storage. The classic example of such an algorithm is the depth buffer algorithm for determining visible surfaces of a three-dimensional scene. This paper constitutes a first attempt at a disciplined analysis of the power of a frame buffer seen as a computational engine for use in graphics algorithms. We show the inherent power of frame buffers to perform a number of graphics algorithms in terms of the number of data fields (registers) required per pixel, the types of operations allowed on these registers, and the input data. In addition to upper bounds given by these algorithms, we prove lower bounds for most of them and show most of these algorithms to be optimal.One result of this study is the introduction of new frame buffer algorithms for computing realistic shadows and for determining the convex intersection of half spaces, an operation important in computational geometry and in rendering objects defined using planes rather than polygons. Another result is that it shows clearly the relationships between different and important areas of research in computer graphics, such as visible surface determination, compositing, and hardware for smart frame buffers.