Topic
Graphics
About: Graphics is a research topic. Over the lifetime, 17394 publications have been published within this topic receiving 411468 citations. The topic is also known as: graphic.
Papers published on a yearly basis
Papers
More filters
••
24 Feb 2009TL;DR: An impact of new GPU features on development process of an efficient finite difference time domain (FDTD) implementation is described.
Abstract: Graphics processing units (GPUs) for years have been dedicated mostly to real time rendering. Recently leading GPU manufactures have extended their research area and decided to support also graphics computing. In this paper, we describe an impact of new GPU features on development process of an efficient finite difference time domain (FDTD) implementation.
86 citations
•
22 Nov 1995
TL;DR: In this article, a low cost high performance 3D graphics system can model a world in 3D and project the model onto a 2D viewing plane selected based on a changeable viewpoint.
Abstract: A low cost high performance three dimensional (3D) graphics system can model a world in three dimensions and project the model onto a two dimensional viewing plane selected based on a changeable viewpoint. The viewpoint can be changed on an interactive, real time basis by operating user input controls such as game controllers. The system rapidly produces a corresponding changing image (which can include animated cartoon characters or other animation for example) on the screen of a color television set. The richly featured high performance low cost system gives consumers the chance to interact in real time inside magnificent virtual 3D worlds to provide a high degree of image realism, excitement and flexibility. An optimum feature set/architecture (including a custom designed graphics/audio coprocessor) provides high quality fast moving 3D images and digital stereo sound for video game play and other graphics applications.
86 citations
•
17 Sep 1992Abstract: A computer controlled graphics display system that treats graphical objects in a uniform fashion for consistent, non-modal and direct manipulation of graphics objects The user, by operating in a visual "point and click" fashion, may select a graphical object or shape and manipulate it in a number of ways without having to activate different modes for different manipulations Possible manipulations include dragging, scaling, rotating and skewing More than one shape can be selected and manipulated by compositing intersected shapes with a selection rectangle The graphic manipulations are platform independent and thus are all carried out by directing the point and click tool
86 citations
•
26 Jul 1996TL;DR: An occlusion culling circuit for use in a graphics computer receives graphics primitives data including x and y coordinates for each pixel, a z depth value, and r, g, b, and a or index color data as discussed by the authors.
Abstract: An occlusion culling circuit for use in a graphics computer receives graphics primitives data including x and y coordinates for each pixel, a z depth value, and r, g, b, and a or index color data. For each group of primitives, the graphics computer scans the primitive and determines a volume which completely bounds the primitive. The z depth values for the pixels comprising the bounding volume are then compared by the occlusion culling circuit to the depths of the pixels in the already rendered primitives to determine whether any pixels in the incoming primitive are visible. If no pixels are visible, the occlusion culling circuit clears the result register and receives the next graphics primitive. If, on the other hand, one or more pixels is visible, the occlusion culling circuit completely renders the primitives bounded by the bounding volume. Since the graphics primitives which are totally occluded can bypass the more intensive pixel by pixel processing and storage, the speed and efficiency of the graphics computer can be significantly increased.
86 citations
•
17 Dec 1997TL;DR: In this paper, a multi-display video system for ensuring the proper synchronization of scene switching is presented, where each display switches to pixel data corresponding to the next scene to be rendered, and new pixel data is written into a currently unused bank of frame buffer memory within a corresponding GPU.
Abstract: A multi-display video system for ensuring the proper synchronization of scene switching. Before each display switches to pixel data corresponding to the next scene to be rendered, new pixel data is written into a currently unused bank of frame buffer memory within a corresponding graphics accelerator. When each graphics accelerator in the video system has completed writing the new pixel data to its respective frame buffer, the scene switch may take place. Each graphics accelerator is configured to display an image corresponding to the next scene in response to the indicator output signal indicating that the pixel data updates for all graphics accelerators are complete.
86 citations