Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
A fast shaded-polygon renderer
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
A parallel processor architecture for graphics arithmetic operations
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
High-performance polygon rendering
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th 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
A scalable hardware render accelerator using a modified scanline algorithm
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Implementing rotation matrix constraints in Analog VLSI
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Window Clipping Methods in Graphics Accelerators
IEEE Computer Graphics and Applications
A distributed frame buffer within a window-oriented high performance graphics system
EGGH'89 Proceedings of the Fourth Eurographics conference on Advances in Computer Graphics Hardware
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Graphics pipelines are quickly evolving to support multitasking workstations. The driving force behind this evolution is the window system, which must provide high performance graphics within multiple windows, while maintaining interactivity. The virtual graphics system presented by [7] provides a clean solution to the problem of context switching graphics hardware between processes, but does not solve all the problems associated with sharing graphics pipelines.The primary difficulty in context switching a graphics accelerator is the pipeline latency encountered during a pipeline flush. This latency removes the responsiveness and interactivity of the graphics system. As primitives become more complex and pipelines become longer, pipeline latency grows. Hardware solutions are described which further accelerate the window system by eliminating the need for pipeline flushing and resynchronization. An overview of the entire system is presented, highlighting the hardware mechanisms which contribute to window acceleration.