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c raphics rendering is notoriously compute intensive, particularly for realistic images and fast updates. Demanding applications, such as scientific visualization, CAD, vehicle simulation , and virtual reality, can require hundreds of Mflops of performance and gigabytes per second of memory bandwidth-far beyond the capabilities of a single processor. For(More)
We describe PixelFlow, an architecture for high-speed image generation that overcomes the transformation-and frame-buffer– access bottlenecks of conventional hardware rendering architec-tures. PixelFlow uses the technique of image composition: it distributes the rendering task over an array of identical renderers, each of which computes a fill-screen image(More)
PlxelFlow is an architecture for high-speed, highly realistic image generation, based on the techniques of object-parallelism and image composition, Its initial architecture was described in [MOLN92]. After development by the original team of researchers at the University of North Carolina, and co-development with industry partners, Division Ltd. and(More)
We present a novel shadow map parameterization to reduce perspective aliasing artifacts for both point and directional light sources. We derive the aliasing error equations for both types of light sources in general position. Using these equations we compute tight bounds on the aliasing error. From these bounds we derive our shadow map parameterization,(More)
This paper introduces the architecture and initial algorithms for Pixel-Planes 5, a heterogeneous multi-computer designed both for high-speed polygon and sphere rendering (1M Phong-shaded triangles/second) and for supporting algorithm and application research in interactive 3D graphics. Techniques are described for volume rendering at multiple frames per(More)
Logarithmic shadow maps can deliver the same quality as competing shadow map algorithms with substantially less storage and bandwidth. We show how current GPU architectures can be modified incrementally to support rendering of logarithmic shadow maps at current GPU fill rates. Specifically, we modify the rasterizer to support rendering to a nonuniform grid(More)
Described is a hardware architecture for combining the outputs of a number of z-buffer rendering engines to achieve higher performance than is possible with a single renderer. It allows a combination of renderers to achieve the same price/performance ratio as the individual renderers that compose it, and can be extended to create systems with arbitrarily(More)
Reconstructing the biomechanics of early hominid mastication is a key element in most models of hominid differentiation. Traditionally, osteological features marking muscle attachment surfaces have served as a reference system from which the vector geometry of the masticatory force system and resultant force distributions could be predicted. To augment(More)