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Journal ArticleDOI

On the power of the frame buffer

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TLDR
A first attempt at a disciplined analysis of the power of a frame buffer seen as a computational engine for use in graphics algorithms is shown, showing the inherent power of frame buffers to perform a number of graphics algorithms in terms of the number of data fields required per pixel, the types of operations allowed on these registers, and the input data.
Abstract
Raster graphics displays are almost always refreshed out of a frame buffer in which a digital representation of the currently visible image is kept. The availability of the frame buffer as a two-dimensional memory array representing the displayable area in a screen coordinate system has motivated the development of algorithms that take advantage of this memory for more than just picture storage. The classic example of such an algorithm is the depth buffer algorithm for determining visible surfaces of a three-dimensional scene. This paper constitutes a first attempt at a disciplined analysis of the power of a frame buffer seen as a computational engine for use in graphics algorithms. We show the inherent power of frame buffers to perform a number of graphics algorithms in terms of the number of data fields (registers) required per pixel, the types of operations allowed on these registers, and the input data. In addition to upper bounds given by these algorithms, we prove lower bounds for most of them and show most of these algorithms to be optimal.One result of this study is the introduction of new frame buffer algorithms for computing realistic shadows and for determining the convex intersection of half spaces, an operation important in computational geometry and in rendering objects defined using planes rather than polygons. Another result is that it shows clearly the relationships between different and important areas of research in computer graphics, such as visible surface determination, compositing, and hardware for smart frame buffers.

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Citations
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Journal ArticleDOI

A Survey of General-Purpose Computation on Graphics Hardware

TL;DR: This report describes, summarize, and analyzes the latest research in mapping general‐purpose computation to graphics hardware.
Proceedings Article

A Survey of General-Purpose Computation on Graphics Hardware.

TL;DR: The techniques used in mapping general-purpose computation to graphics hardware will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques.
Journal ArticleDOI

A survey of shadow algorithms

TL;DR: The aim is to provide readers with enough background and insight on the various methods to allow them to choose the algorithm best suited to their needs and to help identify the areas that need more research and point to possible solutions.
Journal ArticleDOI

Transparency and antialiasing algorithms implemented with the virtual pixel maps technique

TL;DR: A system implementation is presented to illustrate the types of hardware rendering algorithms that benefit from the concept of virtual pixel maps, and two specific algorithms are used as examples.
Proceedings ArticleDOI

Near real-time shadow generation using BSP trees

TL;DR: An object-space shadow generation algorithm for static polygonal environments illuminated by movable point light sources that can be easily implemented on any graphics system that provides fast polygon scan-conversion and achieves near real-time performance for environments of modest size is described.
References
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Book

The Design and Analysis of Computer Algorithms

TL;DR: This text introduces the basic data structures and programming techniques often used in efficient algorithms, and covers use of lists, push-down stacks, queues, trees, and graphs.

Computational geometry. an introduction

TL;DR: This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry.
Book

Computational Geometry: An Introduction

TL;DR: In this article, the authors present a coherent treatment of computational geometry in the plane, at the graduate textbook level, and point out the way to the solution of the more challenging problems in dimensions higher than two.
Proceedings ArticleDOI

Compositing digital images

TL;DR: In this article, a matte component can be computed similarly to the color channels for four-channel pictures, and guidelines for the generation of elements and arithmetic for their arbitrary compositing are discussed.
Book

Compositing digital images

TL;DR: The case for four-channel pictures is presented, demonstrating that a matte component can be computed similarly to the color channels, and guidelines for the generation of elements and the arithmetic for their arbitrary compositing are discussed.