Vincent Lefévère, S. Karpf, C. Chaillou, M. Mériaux
{"title":"The I.M.O.G.E.N.E. Machine: Some Hardware Elements","authors":"Vincent Lefévère, S. Karpf, C. Chaillou, M. Mériaux","doi":"10.2312/EGGH/EGGH91/054-073","DOIUrl":null,"url":null,"abstract":"The goal of the I.M.O.G.E.N.E. project is to define a real time graphics system. We focus on true real time display, images being computed at frame rate, i.e 50 (or 60) times a second. The I.M.O.G.E.N.E. machine uses no frame buffer. We use a massive object parallelism; the graphics module is made of a large number of object-processors, each one handling one graphics primitive at pixel rate in rasterscan order. Shading computations are made in a deferred shading processor using Phong's method. After a brief presentation of Object-Oriented Architectures, we present new details about the hardware implementation of our Object Processors, and describe for the first time the shading processor.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1991-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Advances in Computer Graphics Hardware","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/EGGH/EGGH91/054-073","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The goal of the I.M.O.G.E.N.E. project is to define a real time graphics system. We focus on true real time display, images being computed at frame rate, i.e 50 (or 60) times a second. The I.M.O.G.E.N.E. machine uses no frame buffer. We use a massive object parallelism; the graphics module is made of a large number of object-processors, each one handling one graphics primitive at pixel rate in rasterscan order. Shading computations are made in a deferred shading processor using Phong's method. After a brief presentation of Object-Oriented Architectures, we present new details about the hardware implementation of our Object Processors, and describe for the first time the shading processor.