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  4. 1991
Showing papers on "Software rendering published in 1991"
Patent•
Multifunction high performance graphics rendering processor

[...]

John M. Peaslee, Jeffrey C. Malacarne
13 Sep 1991
TL;DR: In this article, a graphics processor (10) comprises a conics, vector, and area fill generator (43), a symbol generator (45), a bit block transfer operator (47), and a block texturing and complex clip mask processor (30) synchronously controlled by a multi-process scheduler.
Abstract: Disclosed is a multifunction cogenerator or graphics processor (10) for use in a graphics rendering processor. The graphics processor (10) comprises dual graphics engines operating in parallel, with one of the engines having higher operating priority than the other. The graphics processor (10) comprises a conics, vector, and area fill generator (43), a symbol generator (45), a bit block transfer operator (47), and a block texturing and complex clip mask processor (30) synchronously controlled by a multi-process scheduler (46). Included in the graphics processor (10) is a large display memory (26) for receiving and storing program instructions and data generated by an external host processor (14), internal generators and processors, and a bit mapped memory of a graphics display. The graphics processor (10) provides hardware specific graphics functions and externally programmable general purpose processing

47 citations

Parallel volume rendering on a shared-memory multiprocessor

[...]

Judy Challinger
1 Jul 1991
TL;DR: Investigations into techniques for volume rendering using parallel processing on a shared-memory, multiple-instruction, several-data (MIMD) architecture indicate that the raycasting approach to volume rendering has some advantages for parallelization on this type of architecture.
Abstract: *Volume rendering* is a powerful, but computationally intensive, computer graphics technique for visualizing volumetric data sets. This paper presents results of investigations into techniques for volume rendering using parallel processing on a shared-memory, multiple-instruction, multiple-data (MIMD) architecture. In particular, two widely used algorithms for volume rendering, *raycasting* and *projection*, have been parallelized on a BBN TC2000, and their performance has been measured and analyzed. Preliminary results indicate that the raycasting approach to volume rendering has some advantages for parallelization on this type of architecture.

28 citations

Patent•
Distributed processing apparatus and method for use in global rendering

[...]

David F. Bremner1•
Hewlett-Packard1
11 Jan 1991
TL;DR: In this article, a method and apparatus for use in a three dimensional computer graphics renderer employing global illumination distributes ray intersection calculations over a plurality of transform processors to accelerate the intersection testing process.
Abstract: A method and apparatus for use in a three dimensional computer graphics renderer employing global illumination distributes ray intersection calculations over a plurality of transform processors to accelerate the intersection testing process. Results are stored to a shared memory and subsequently retrieved by a host computer for global rendering.

15 citations

Journal Article•10.1145/126640.126648•
TUGS—a tool for teaching computer graphics

[...]

John Clevenger1, Rick Chaddock1, Roger Bendig1•
California State University, Sacramento1
1 Jul 1991
TL;DR: A tool called TUGS is described which has been developed to support the incremental development of a complex graphics system and which provides the ability to produce complex images early in the development process.
Abstract: One of the best methods of teaching students about the principles underlying computer graphics systems is to have them develop an implementation of a "graphics pipeline" supporting modeling, viewing, and rendering operations. When completed, such an implementation represents a sophisticated package capable of producing complex images. However, these complex images typically cannot be generated until at or very near the completion of the project. We describe a tool called TUGS which has been developed to support the incremental development of a complex graphics system and which provides the ability to produce complex images early in the development process.TUGS is a complete graphics modeling and rendering system built from a highly-modularized set of primitive operations. Students can replace individual pieces of the TUGS system with their own implementations, while retaining use of the remaining TUGS routines. This allows incremental development of a complete system, while at the same time providing the ability to generate complete images. It also provides a vehicle for selective consideration of the many issues involved in modeling and rendering systems; those areas deemed most important can be assigned to students for implementation, while TUGS can be relied on to provide compatible implementations for the others. TUGS also includes a substantial collection of support routines to help reduce the "overhead" incurred in implementation efforts. These include command input parsing, 3D transformations, vector and matrix algebra operations, metafile storage, and support for device-independent low-level graphics, as well as many others.

14 citations

Journal Article•10.1109/38.67695•
More accurate simulations at faster rates (graphics)

[...]

Donald P. Greenberg1•
Cornell University1
01 Jan 1991-IEEE Computer Graphics and Applications
TL;DR: Increases in model complexity, the continuing quest for photorealism, progressive rendering algorithms, progressive modeling systems, physically based light reflection models, elimination of display lists, and migration from polygon algorithms to pixel algorithms based on the true geometries are discussed.
Abstract: The author discusses what has occurred in computer graphics during the past two decades and what will occur in the future. He covers increases in model complexity, the continuing quest for photorealism, progressive rendering algorithms, progressive modeling systems, physically based light reflection models, elimination of display lists, migration from polygon algorithms to pixel algorithms based on the true geometries, and separating sampling from discretization. >

8 citations

Book Chapter•10.1007/978-1-4613-9711-3_3•
Computer Graphics Tools for Rendering Algebraic Surfaces and for Geometry of Order

[...]

Thomas Banchoff1•
Brown University1
1 Jan 1991
TL;DR: Several examples of projects developed in collaboration with undergraduate students at Brown University in courses related to differential geometry, using computer graphics techniques to investigate some geometric phenomenon.
Abstract: New developments in interactive computer graphics make it possible for mathematicians to approach old subjects in fresh ways. Occasionally the new approaches reveal additional insights into things already well understood from other viewpoints. This note give several examples of projects developed in collaboration with undergraduate students at Brown University in courses related to differential geometry. In each case, computer graphics techniques are used to investigate some geometric phenomenon, and in each case the difficulties encountered by the program reveal some feature of geometric interest.

3 citations

Journal Article•10.1109/38.67698•
Computer graphics hardware

[...]

John Staudhammer1•
University of Florida1
01 Jan 1991-IEEE Computer Graphics and Applications
TL;DR: The author discusses graphics languages, visualization, processors, workstations, application-specific integrated circuits graphics (ASICs), memory and image files, and medical uses.
Abstract: The author predicts that computer graphics will move toward intellect support through better visualization tools based on a 30% per year improvement in hardware. He discusses graphics languages, visualization, processors, workstations, application-specific integrated circuits graphics (ASICs), memory and image files, and medical uses. >

3 citations

Book Chapter•10.1007/978-1-4612-4448-6_6•
Random Processes in Computer Graphics

[...]

Alain Fournier
1 Jan 1991

2 citations

Book•
Computer Graphics Interface

[...]

Karla Steinbrugge Chauveau
1 Jan 1991

2 citations

Interactive graphics intersection design system: first-stage development. final report

[...]

T W Rioux, R F Inman, C H Berry Jr, C E Lee, Randy B Machemehl 
1 Nov 1991
TL;DR: Functional requirements, basic capabilities, and computer program structure for the system are established and the research demonstrates the feasibility of integrating computer hardware and software components into a user-friendly interactive graphics system supporting the intersection designer.
Abstract: The reported research establishes a versatile foundation for initial and future development of an Interactive Graphics Intersection Design System (IGIDS) Functional requirements, basic capabilities, and computer program structure for the system are established Candidate hardware and software system components were identified and evaluated for selection of suitable examples used in the first-stage development An extensive amount of programming was accomplished interfacing the example graphics engine (MicroStation), database engine (Informix), and intersection analysis program (TEXAS Model for Intersection Traffic) Provisions were incorporated to allow implementation of several other computer applications as the need arises The research demonstrates the feasibility of integrating computer hardware and software components into a user-friendly interactive graphics system supporting the intersection designer

2 citations

Patent•
Method for expediting the rendering of figures in a move-draw language

[...]

Nola Donato1, Anissa Lam1, Curtis Priem1•
Sun Microsystems1
25 Feb 1991
TL;DR: In this paper, a method of implementing a move-draw format to control the operation of a graphics accelerator of a computer system is described, which includes the steps of providing a designation in a process for rendering an element defining the total element being drawn, referring to the type designation to determine whether the graphics accelerator is able to implement an algorithm for such a type, and selecting the individual coordinates from the format to implement the process while ignoring the move-drawn elements if the accelerator is capable of implementing the algorithm.
Abstract: A method of implementing a move-draw format to control the operation of a graphics accelerator of a computer system which includes the steps of providing a designation in a process for rendering an element defining the total element being drawn, referring to the type designation to determine whether the graphics accelerator is able to implement an algorithm for such type, and selecting the individual coordinates from the format to implement the process while ignoring the move-draw elements if the graphics accelerator is capable of implementing the algorithm.
The rendering of natural image textures for virtual reality applications

[...]

V.J. Stanger
26 Sep 1991
TL;DR: Advances in sensor technology, processor speed and the requirements of specific applications all imply that future virtual reality systems will include much richer visual representations than are currently offered.
Abstract: Points out the opportunity for visually stimulating and useful virtual worlds that new applications and the rapid evolution of hardware will provide. Advances in sensor technology, processor speed and the requirements of specific applications all imply that future virtual reality systems will include much richer visual representations than are currently offered. While much current research rightly concentrates on improving the degree of interaction provided to the user, it is essential that further progress is also made towards improving his currently rather impoverished visual experience. >
Proceedings Article•10.1109/IEMBS.1991.684428•
Performance Of A Dynamic Adaptive Surface Rendering Algorithm Within A MIMD Architecture

[...]

Martin R. Stytz1, O. Frieder•
Air Force Institute of Technology1
31 Oct 1991
Utilizing scalable shared memory multiprocessors for computer graphics rendering

[...]

Scott Whitman1•
Ohio State University1
1 Jan 1991
TL;DR: The results from benchmark tests indicate that although the use of graphical coherence is important in a parallel environment, performance is most affected by the initial task partition as well as the overall usage of the interconnection network.
Proceedings Article•
Computer Graphics Rendering on a Shared Memory Multiprocessor.

[...]

Scott Whitman, P. Sadayappan
1 Jan 1991
Proceedings Article•10.1109/CMPCON.1991.128812•
PixelStamp graphics subsystems for the DECstation 5000

[...]

Z. Hussain, B. Kelleher
25 Feb 1991
TL;DR: The authors describe the architecture of the PixelStamp rendering processor and the implementation of that architecture for the DECstation 5000 Model 200 and an upgrade from the PXG-8 module to give 24 planes of color information, double buffered.
Abstract: The authors describe the architecture of the PixelStamp rendering processor and the implementation of that architecture for the DECstation 5000 Model 200. The PixelStamp architecture provides a range of 2-D and 3-D graphics subsystem implementations sensitive to both cost and performance. The first implementations of the PixelStamp architecture present a range of graphics subsystems for the DECstation 5000 Model 200. A PX module is an eight-plane double buffered system that increases the rendering performance over the basic color frame buffer, but has no special-purpose geometry processing hardware for 3-D applications. The PXG-8 module offers the same rendering hardware as the PX module, with the addition of special-purpose geometry processing hardware and an optional 24-b depth buffer. The PXG-24 module is an upgrade from the PXG-8 module to give 24 planes of color information, double buffered. The PXG Turbo module is a 24-plane system that increases the rendering performance with the addition of a Stamp chip. >
Journal Article•10.1109/38.126885•
A trip down the graphics pipeline: pixel coordinates

[...]

James F. Blinn1•
California Institute of Technology1
01 Jul 1991-IEEE Computer Graphics and Applications
TL;DR: An examination of some of the problems that come from the use of transformations in the graphics pipeline is initiated and the obvious way to transform normalized device coordinates to pixel space is wrong.
Abstract: A general overview of the classic rendering pipeline is given. An examination of some of the problems that come from the use of transformations in the graphics pipeline is initiated. Exemplary transformations to be used in succeeding articles are derived. It is shown that the obvious way to transform normalized device coordinates to pixel space is wrong. The nature of the pixel space is discussed. >

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