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 theory of productivity in the creative process
IEEE Computer Graphics and Applications
A fast shaded-polygon renderer
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A Configurable Pixel Cache for Fast Image Generation
IEEE Computer Graphics and Applications
A processor for an object-oriented rendering system
Computer Graphics Forum
Bresenham's algorithm with Grey scale
Communications of the ACM
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
High-performance polygon rendering
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
What We Need Around Here is More Aliasing
IEEE Computer Graphics and Applications
A Virtual Memory System Organization for Bit-Mapped Graphics Displays
Advances in Computer Graphics Hardware IV (Eurographics'89 Workshop)
Filtering edges for gray-scale displays
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
An efficient antialiasing technique
Proceedings of the 18th 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
Jagged edges: when is filtering needed?
ACM Transactions on Graphics (TOG)
Hardware-Assisted Polygon Antialiasing
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
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A vector generation method is described in which a high quality image rendering scheme is coupled with a high speed scan-conversion algorithm.The rendering scheme consists of two parts. First a prefiltering method is used to antialias the vectors. Second a compositing technique is used to compose the vectors into the frame-buffer.The scan-conversion algorithm presented allows a single vector to be scan-converted by a either by a single processor or a set of processors running in parallel. When using parallel processors, antialiased vectors may be scan-converted and written to a frame store at the same high speed as aliased vectors. The VLSI technology used to implement this algorithm is capable of drawing over two million high quality antialiased vectors per second.