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Shading / Virtual reality / Graphics hardware / Shader / OpenGL / Phong shading / Rasterisation / Graphics pipeline / Rendering / Computer graphics / Computing / 3D computer graphics


Procedural Primitives in a High Performance, Hardware Accelerated, Z-Buffer Renderer Marc Olano, Anselmo Lastra, Jonathan Leech Department of Computer Science University of North Carolina Chapel Hill, NC[removed]
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Document Date: 1998-06-11 16:02:46


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File Size: 81,40 KB

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Company

3D Raster Graphics Systems / Silicon Graphics / /

Country

United States / /

Facility

R. A. Hall / Computer Science University of North Carolina Chapel Hill / /

IndustryTerm

procedural shading systems / software system / software-based renderers / acceleration hardware / graphics acceleration hardware / conversion algorithm / software framework / interactive graphics hardware / graphics hardware / interactive and non-interactive systems / graphics-acceleration hardware / conversion algorithms / basic algorithm / rasterization hardware / /

Organization

Jonathan Leech Department / University of North Carolina / Computer Science University / /

Person

John Eyles / Marc Olano / Yulan Wang / Turner Whitted / Eric M. Hoffert / Greg Turk / Steven Molnar / Darwyn Peachey / Hanqiu Sun / Jonathan Leech / Phil Amburn / Trey Greer / David Ellsworth / Juan Pineda / Mark Green / Henry Fuchs / Jack Goldfeather / Ken Perlin / Kurt Akeley / Anselmo Lastra / Ray Tracing / David Ebert / Craig E. Kolb / Steven Worley / Steve Upstill / John Poulton / Tosiyasu L. Kunii / Andrew S. Glassner / Jim Lawson / Pat Hanrahan / F. Kenton Musgrave / Laura Israel / Roman Kuchkuda / Steve Molnar / Eric Grant / Geoff Wyvill / Brice Tebbs / /

Position

Functional Model / application programmer / programmer / /

ProgrammingLanguage

C / C++ / /

ProvinceOrState

North Carolina / /

PublishedMedium

Computer Graphics / /

Technology

conversion algorithms / Raster Graphics / API / 3D graphics / conversion algorithm / graphics accelerator / simulation / basic algorithm / CAD / /

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