ACM SIGGRAPH Computer Graphics · 1988 · 237 citations · 11 references
ComputingComputer ScienceComputer SystemsComputer GraphicsParallel ComputingRendering3D RenderingComputer Graphics HardwareGraphics Processing Unit ArchitectureGraphics Processing UnitsRendering PipelineSurface ShadingAnti-aliasingGraphics Rendering PipelinesMemory Access LatencyParallel Graphics ArchitecturesParallel SystemShader PipelinesShading HardwareVector Processors
Current affordable architectures for high-speed display of shaded 3D objects operate orders of magnitude too slowly. Recent advances in floating point chip technology have outpaced polygon fill time, making the memory access bottleneck between the drawing processor and the frame buffer the most significant factor to be accelerated. Massively parallel VLSI system have the potential to bypass this bottleneck, but to date only at very high cost. We describe a new more affordable VLSI solution. A pipeline of triangle processors rasterizes the geometry, then a further pipeline of shading processors applies Phong shading with multiple light sources. The triangle processor pipeline performs 100 billion additions per second, and the shading pipeline performs two billion multiplies per second. This allows 3D graphics systems to be built capable of displaying more than one million triangles per second. We show the results of an anti-aliasing technique, and discuss extensions to texture mapping, shadows, and environment maps.
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Paul S. Heckbert · IEEE Computer Graphics and Applications · 1986 · 595 citations
Rendering antialiased shadows with depth maps
William T. Reeves, David Salesin, Robert L. Cook · 1987 · 415 citations
James H. Clark · 1982 · 153 citations
Gary Bishop, David M. Weimer · ACM SIGGRAPH Computer Graphics · 1986 · 99 citations · Full text
Chap - a SIMD graphics processor
Adam Levinthal, Thomas Porter · 1984 · 91 citations · Full text