1985
DOI: 10.1145/325165.325205
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Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes

Abstract: Pixel-planes is a logic-enhanced memory system for raster graphics and imaging. Although each pixel-memory is enhanced with a one-bit ALU, the system's real power comes from a tree of one-bit adders that can evaluate linear expressions Ax+By+C for every pixel (x,y) simultaneously, as fast as the ALUs and the memory circuits can accept the results. We and others have begun to develop a variety of algorithms that exploit this fast linear exp… Show more

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Cited by 143 publications
(5 citation statements)
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“…Brooks devised a fast-spheres algorithm for PxPl4, and the builders put it into the microcode. (Fuchs, 1985] Prodded by our example comnmercial graphics vendors have recognized the importance of spheres. The Ardent Titan and its successors include them as primitives.…”
Section: D18 Surface Studies -Progressmentioning
confidence: 94%
“…Brooks devised a fast-spheres algorithm for PxPl4, and the builders put it into the microcode. (Fuchs, 1985] Prodded by our example comnmercial graphics vendors have recognized the importance of spheres. The Ardent Titan and its successors include them as primitives.…”
Section: D18 Surface Studies -Progressmentioning
confidence: 94%
“…Progressive rendering. Distributing samples of a rendering technique across multiple frames to enhance interactivity was first used by [Fuchs et al 1985] to facilitate anti-aliasing. This concept of progressive rendering was extended by [Haeberli and Akeley 1990], who introduced the accumulation buffer in order to render effects such as anti-aliasing, soft shadows, and motion blur by rendering the same 3D geometry multiple times and accumulating the results of all intermediate frames.…”
Section: Related Workmentioning
confidence: 99%
“…In these architectures the transformed and optionally lit vertices are first assembled to triangles [Clark 1982;Akeley 1993;Lindholm et al 2001]. The triangles are then (possibly) clipped to the view frustum, and rasterization identifies the pixels each triangle overlaps [Fuchs et al 1985;Pineda 1988]. Finally the fragments are shaded and various tests (e.g., scissor, alpha, stencil, and depth) are performed before frame buffer blending.…”
Section: Related Workmentioning
confidence: 99%