Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
A fast shaded-polygon renderer
SIGGRAPH '86 Proceedings of the 13th 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
The aliasing problem in computer-generated shaded images
Communications of the ACM
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
A Virtual Memory System Organization for Bit-Mapped Graphics Displays
Advances in Computer Graphics Hardware IV (Eurographics'89 Workshop)
High quality rendering using the Talisman architecture
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Image-based fast small triangle rasterization
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Single chip hardware support for rasterization and texture mapping
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
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The use of two sampling methods, the precise point-sampling algorithm and the extended Bresenham algorithm (EBA), for rendering hardware is discussed, showing where the two methods converge and diverge. Two antialiasing techniques are then presented: an oversampling method and a stochastic method. Practical application of both is described. The use of filtering and sophisticated features with these methods is considered. Hardware support for antialiasing of polygons is discussed.