The rendering architecture of the DN10000VS
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Journal of Graphics Tools
IEEE Computer Graphics and Applications
Fast, low memory Z-buffering when performing medium-quality rendering
Journal of Graphics Tools
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
Single chip hardware support for rasterization and texture mapping
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
The setup for triangle rasterization
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
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A simple method is presented for eliminating most pixel-positioning errors when rendering lines and polygons with J.E. Bresenham's algorithm (see IBM Syst. J., vol.4, no.1, p.25-30 (1965)). The method affects only the calculation of the initial values for Bresenham's vector-generating algorithm. It does not alter the actual vector-generating algorithm, requiring only inter arithmetic to find the next pixel in a vector. The method eliminates all dropouts and virtually all overlaps between adjacent polygons whose edges lie on the same line. This eliminates the need to grow polygons to avoid dropout and opens the possibility of drawing surfaces composed of adjacent polygons with read modify/write pixel operations such as add or alpha buffering. It is shown that most rendering artifacts of today's display controllers ultimately result from pixel-positioning errors, not insufficient z-buffer resolution.