Pub Date : 1988-10-01DOI: 10.2312/EGGH/EGGH87/229-238
F. Jansen
A graphics workstation should offer both a wide variety of 2D and 3D realtime display functions as well as a programmable parallel-processing capacity for large processing tasks. A system concept is proposed that meets these requirements by offering a multi-processor configuration with general-purpose programmable processors, enhanced with specific logic that can perform for each node a large number of simple pixel operations in parallel.
{"title":"A Multi-Processor Workstation with a Logic-Enhanced Distributed Frame Buffer","authors":"F. Jansen","doi":"10.2312/EGGH/EGGH87/229-238","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/229-238","url":null,"abstract":"A graphics workstation should offer both a wide variety of 2D and 3D realtime display functions as well as a programmable parallel-processing capacity for large processing tasks. A system concept is proposed that meets these requirements by offering a multi-processor configuration with general-purpose programmable processors, enhanced with specific logic that can perform for each node a large number of simple pixel operations in parallel.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131669603","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1988-10-01DOI: 10.2312/EGGH/EGGH87/003-019
M. Overmars
1. Introduction The area of computational geometry deals with the study of algorithms for problems concerning geometric objects like e.g. lines, polygons, circles, etc. in the plane and in higher dimensional space. Since its introduction in 1976 by Shamos the field has developed rapidly and nowadays there are even special conferences and journals devoted to the topic. A list of publications by Edelsbrunner and van Leeuwen [6J collected in 1982 already contained over 650 papers. And this number has rapidly increased since then. Clearly, a large number of problems in computer graphics deals with geometric objects as well. Examples are hidden line elimination, windowing prob lems, intersection problems, etc. Hence, computer graphics can benefit from the techniques developed in computational geometry. In computational geometry many new sophisticated data structures and algo
{"title":"New Algorithms for Computer Graphics","authors":"M. Overmars","doi":"10.2312/EGGH/EGGH87/003-019","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/003-019","url":null,"abstract":"1. Introduction The area of computational geometry deals with the study of algorithms for problems concerning geometric objects like e.g. lines, polygons, circles, etc. in the plane and in higher dimensional space. Since its introduction in 1976 by Shamos the field has developed rapidly and nowadays there are even special conferences and journals devoted to the topic. A list of publications by Edelsbrunner and van Leeuwen [6J collected in 1982 already contained over 650 papers. And this number has rapidly increased since then. Clearly, a large number of problems in computer graphics deals with geometric objects as well. Examples are hidden line elimination, windowing prob lems, intersection problems, etc. Hence, computer graphics can benefit from the techniques developed in computational geometry. In computational geometry many new sophisticated data structures and algo","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122669513","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1988-10-01DOI: 10.2312/EGGH/EGGH87/167-182
D. Denault, Erica Ryherd, J. G. Torborg, R. Tosi, R. Werner
In a typical graphics system, a single drawing processor is used to perform pixel level drawing operations, one pixel at a time. A VLSI based drawing processor and image memory controller is presented which takes advantage of scan-line partitioning of many graphics operations. A four processor implementation is described which operates on four scan-lines in parallel to achieve near real-time shading performance for complex objects. Drawing processor commands are provided for points, vectors, triangles, rectangles, block pixel moves, and image transfers. Vectors and triangles can be drawn with shading and depth buffering. The chips also incorporate integral vector and area pattern registers, and support translucency. The drawing processor chips directly interface to the image memory RAMs without any external buffers, registers, caches, or control logic, allowing a high performance system to be configured simply and cost effectively. These chips are implemented in the GX4000 high performance workstation graphics system which is capable of rendering close to 200,000 shaded and depth-buffered 100 pixel polygons per second and over 34,000 shaded and depthbuffered 1000 pixel polygons per second.
{"title":"VLSI Drawing Processor Utilizing Multiple Parallel Scan-Line Processors","authors":"D. Denault, Erica Ryherd, J. G. Torborg, R. Tosi, R. Werner","doi":"10.2312/EGGH/EGGH87/167-182","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/167-182","url":null,"abstract":"In a typical graphics system, a single drawing processor is used to perform pixel level drawing operations, one pixel at a time. A VLSI based drawing processor and image memory controller is presented which takes advantage of scan-line partitioning of many graphics operations. A four processor implementation is described which operates on four scan-lines in parallel to achieve near real-time shading performance for complex objects. \u0000 \u0000Drawing processor commands are provided for points, vectors, triangles, rectangles, block pixel moves, and image transfers. Vectors and triangles can be drawn with shading and depth buffering. The chips also incorporate integral vector and area pattern registers, and support translucency. \u0000 \u0000The drawing processor chips directly interface to the image memory RAMs without any external buffers, registers, caches, or control logic, allowing a high performance system to be configured simply and cost effectively. These chips are implemented in the GX4000 high performance workstation graphics system which is capable of rendering close to 200,000 shaded and depth-buffered 100 pixel polygons per second and over 34,000 shaded and depthbuffered 1000 pixel polygons per second.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123136813","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1988-10-01DOI: 10.2312/EGGH/EGGH87/081-092
Helen R. Finch, M. Agate, A. Garel, P. Lister, R. L. Grimsdale
This paper describes the design considerations for a polygon graphics geometry processor subsystem. The architecture for a Multiple Application Graphics Integrated Circuit (MAGIC II) is outlined, and low, medium and high performance system configurations using MAGIC II are discussed.
{"title":"A Multiple Application Graphics Integrated Circuit - MAGIC II","authors":"Helen R. Finch, M. Agate, A. Garel, P. Lister, R. L. Grimsdale","doi":"10.2312/EGGH/EGGH87/081-092","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/081-092","url":null,"abstract":"This paper describes the design considerations for a polygon graphics geometry processor subsystem. The architecture for a Multiple Application Graphics Integrated Circuit (MAGIC II) is outlined, and low, medium and high performance system configurations using MAGIC II are discussed.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132305845","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1988-10-01DOI: 10.2312/EGGH/EGGH87/209-227
D. Jackel, W. Straßer
The computer-aided design of mechanical parts is supported by sophisticated geometric modelers and visualized by high-performance raster graphics systems allowing for a realistic display. The geometric modeler accepts the designer's inputs and converts them into a 3D model. In general, the designer has total control of the object description defining his design. But in contrast, the situation is different when dealing with existing physical objects, e.g. natural objects such as the human body, for which an explicit 3D model is required. For instance, in many applications the input information is a sequence of 2D tomographic scans. In this case the task is to combine both the interactive CADmode of construction as well as the scan-based mode of reconstruction in an integrated system, such that an unique 3D object representation is achieved and can be supported by hardware efficiently. Here we describe a cellular space representation scheme which is supported by a voxel-oriented graphics system --the PARCUM II System.
{"title":"Reconstructing Solids from Tomographic Scans - The PARCUM II System","authors":"D. Jackel, W. Straßer","doi":"10.2312/EGGH/EGGH87/209-227","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/209-227","url":null,"abstract":"The computer-aided design of mechanical parts is supported by sophisticated geometric modelers and visualized by high-performance raster graphics systems allowing for a realistic display. The geometric modeler accepts the designer's inputs and converts them into a 3D model. In general, the designer has total control of the object description defining his design. But in contrast, the situation is different when dealing with existing physical objects, e.g. natural objects such as the human body, for which an explicit 3D model is required. For instance, in many applications the input information is a sequence of 2D tomographic scans. In this case the task is to combine both the interactive CADmode of construction as well as the scan-based mode of reconstruction in an integrated system, such that an unique 3D object representation is achieved and can be supported by hardware efficiently. \u0000 \u0000Here we describe a cellular space representation scheme which is supported by a voxel-oriented graphics system --the PARCUM II System.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132599543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1988-10-01DOI: 10.2312/EGGH/EGGH87/047-063
Bengt-Olaf Schneider
Rational B-spline surfaces make it possible to merge the concepts of freeform surfaces and that of surfaces described by rational polynomials especially conic sections. For ray tracing it is crucial to determine the intersection between ray and object. Therefore an algorithm is developed that is suitable for a VLSI implementation. Some alternatives for the implementation of this algorithm are presented and discussed. The paper concludes with a discussion of some problems and possible further developments.
{"title":"Ray Tracing Rational B-Spline Patches in VLSI","authors":"Bengt-Olaf Schneider","doi":"10.2312/EGGH/EGGH87/047-063","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH87/047-063","url":null,"abstract":"Rational B-spline surfaces make it possible to merge the concepts of freeform surfaces and that of surfaces described by rational polynomials especially conic sections. For ray tracing it is crucial to determine the intersection between ray and object. Therefore an algorithm is developed that is suitable for a VLSI implementation. Some alternatives for the implementation of this algorithm are presented and discussed. The paper concludes with a discussion of some problems and possible further developments.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125776358","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1988-09-11DOI: 10.2312/EGGH/EGGH88/085-102
A. Kaufman
The voxblt Engine (vE) is a 3D frame-buffer processor which manipulates and processes "3D bitmaps" (voxel maps) stored in a cubic frame buffer of voxels. The vE is the 3D counterpart of the 2D frame buffer processor, which is an extended version of the 2D bitblt and RasterOps engines. The primitives of the vE are subcubes of the cubic frame buffer and are of three kinds: rooms (3D windows), jacks (3D cursors), and figurines (3D icons). In addition to manipolating these primitives, the vE also serves as a monitor for interaction, as an interface for 3D input devices, and as a channel for inputting into the cubic frame buffer 3D voxel images from either 3D scanners or a voxel image database. The vE has been developed as part of the CUBE system, In which it operates as an Independent processor executing its own commands stored in a 3D framebuffer display list. A room manager, which is the 3D counterpart of the 2D Window manager, has been implemented on top of the vE.
{"title":"The voxblt Engine: A Voxel Frame Buffer Processor","authors":"A. Kaufman","doi":"10.2312/EGGH/EGGH88/085-102","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH88/085-102","url":null,"abstract":"The voxblt Engine (vE) is a 3D frame-buffer processor which manipulates and processes \"3D bitmaps\" (voxel maps) stored in a cubic frame buffer of voxels. The vE is the 3D counterpart of the 2D frame buffer processor, which is an extended version of the 2D bitblt and RasterOps engines. \u0000 \u0000The primitives of the vE are subcubes of the cubic frame buffer and are of three kinds: rooms (3D windows), jacks (3D cursors), and figurines (3D icons). In addition to manipolating these primitives, the vE also serves as a monitor for interaction, as an interface for 3D input devices, and as a channel for inputting into the cubic frame buffer 3D voxel images from either 3D scanners or a voxel image database. The vE has been developed as part of the CUBE system, In which it operates as an Independent processor executing its own commands stored in a 3D framebuffer display list. A room manager, which is the 3D counterpart of the 2D Window manager, has been implemented on top of the vE.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115852774","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1988-09-11DOI: 10.2312/EGGH/EGGH88/019-026
J. Skyttä, T. Takala
Ray tracing is a superior method for producing realistic images. It can take into account all natural phenomena covered by classical ray optics in image formation, and that without any extra modeling effort. The main disadvantage is its high cost in terms of computer time. Production of ray traced images of reasonably complex scenes takes long in real time with a moderate general purpose computer [Whi80). The basic idea of ray tracing is the brute force algorithm for simulating the path of a ray of light in the whole model space. As no global information of the model is used to anticipate the interactions of the ray with model elements, every ray must be tested against every object and most of the processing time is consumed to ray-object intersection calculation. At each intersection found the ray is divided into reflected and refracted components and into a ray directed to each light source to produce shadows. Higher quality images need more pixels to be calculated and the number of elements in a scene grows linearly with model complexity, leading to steep increase of the computational complexity of the whole problem.
{"title":"A Distributed Data Model for Raytracing","authors":"J. Skyttä, T. Takala","doi":"10.2312/EGGH/EGGH88/019-026","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH88/019-026","url":null,"abstract":"Ray tracing is a superior method for producing realistic images. It can take into account all natural phenomena covered by classical ray optics in image formation, and that without any extra modeling effort. The main disadvantage is its high cost in terms of computer time. Production of ray traced images of reasonably complex scenes takes long in real time with a moderate general purpose computer [Whi80). \u0000 \u0000The basic idea of ray tracing is the brute force algorithm for simulating the path of a ray of light in the whole model space. As no global information of the model is used to anticipate the interactions of the ray with model elements, every ray must be tested against every object and most of the processing time is consumed to ray-object intersection calculation. At each intersection found the ray is divided into reflected and refracted components and into a ray directed to each light source to produce shadows. Higher quality images need more pixels to be calculated and the number of elements in a scene grows linearly with model complexity, leading to steep increase of the computational complexity of the whole problem.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1988-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133907455","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1987-10-01DOI: 10.2312/EGGH/EGGH86/083-093
J. Skyttä, T. Takala
Parallelism of geometric computation can be achieved by distributing the computation efforts according to essentially three different strategies, based on functional, spatial and structural division, respectively (Mantyla 1983). The conventional and already commercialized way to introduce parallel computation for viewing 3-D geometric models is employing functional parallelism as a pipeline for performing different sequential transformation phases of the 3-D viewing operation (Clark 1981). This approach limits the number of parallel activities to the number of separable functional computational modules. A second approach for parallelism is the division of the modeling space into separable volume elements, which can be processed independently using a suitable data structure like an octree(Kronlof 1985). The logical component structure of a model gives a third distribution strategy. Then each processor answers only to the computational needs of its assigned objects.
{"title":"Utilization of VLSI for Creating an Active Data Base of 3-D Geometric Models","authors":"J. Skyttä, T. Takala","doi":"10.2312/EGGH/EGGH86/083-093","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH86/083-093","url":null,"abstract":"Parallelism of geometric computation can be achieved by distributing the computation efforts according to essentially three different strategies, based on functional, spatial and structural division, respectively (Mantyla 1983). The conventional and already commercialized way to introduce parallel computation for viewing 3-D geometric models is employing functional parallelism as a pipeline for performing different sequential transformation phases of the 3-D viewing operation (Clark 1981). This approach limits the number of parallel activities to the number of separable functional computational modules. A second approach for parallelism is the division of the modeling space into separable volume elements, which can be processed independently using a suitable data structure like an octree(Kronlof 1985). The logical component structure of a model gives a third distribution strategy. Then each processor answers only to the computational needs of its assigned objects.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1987-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131153687","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1987-10-01DOI: 10.2312/EGGH/EGGH86/003-016
P. Hagen, A. Kuijk, C. G. Trienekens
At present, two popular development areas in computer graphics are improvement of interaction behaviour and more realistic graphics. The architecture for a high quality interactive workstation proposed in this work is designed such that both demanding and in a sense competing needs can be served. Calculations for generating realistic full 3-D scenes with lighting, transparency, reflection, and refraction effects, are done on the workstation itself. Intermediate results are stored to locally serve high level interaction mechanisms.
{"title":"Display Architecture for VLSI-based Graphics Workstations","authors":"P. Hagen, A. Kuijk, C. G. Trienekens","doi":"10.2312/EGGH/EGGH86/003-016","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH86/003-016","url":null,"abstract":"At present, two popular development areas in computer graphics are improvement of interaction behaviour and more realistic graphics. \u0000 \u0000The architecture for a high quality interactive workstation proposed in this work is designed such that both demanding and in a sense competing needs can be served. Calculations for generating realistic full 3-D scenes with lighting, transparency, reflection, and refraction effects, are done on the workstation itself. Intermediate results are stored to locally serve high level interaction mechanisms.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"936 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1987-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116429243","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}