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3D computer graphics / Digital typography / Spatial anti-aliasing / Rendering / Rasterisation / Supersampling / Shader / Vector graphics / Texture filtering / Computer graphics / Image processing / Shading


Random-Access Rendering of General Vector Graphics.
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Document Date: 2013-04-01 13:34:13


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File Size: 3,40 MB

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City

Boston / /

Company

NVIDIA / GPU / Goldman / X5 / Microsoft / /

Country

Denmark / /

Currency

CAD / /

Facility

We store / University of Utah / /

IndustryTerm

content creation tools / conversion algorithm / overall rendering algorithm / evaluation algorithm / a more detailed algorithm / lattice-clipping algorithm / programmable graphics hardware / hidden surface algorithm / post-processing / software rasterization / particular rendering algorithm / cell-specialization algorithm / real-time animations / real-time rendering applications / using programmable graphics hardware / /

NaturalFeature

Cell streams / /

Organization

University of Utah / UC Berkeley / /

Person

Daniel Szecket / Pedro V. Sander / Addison Wesley / Aurelio A. Heckert / Renato Werneck / Pixel / Vector Graphics Diego Nehab Hugues / Vector Graphics Diego Nehab / Vector Graphics / Foley / /

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Position

artist / 3D model / Skater / Dancer / General / Carpenter / /

ProvinceOrState

Utah / /

PublishedMedium

Computer Graphics / Communications of the ACM / /

Technology

alpha / hidden surface algorithm / vector graphics / overall rendering algorithm / API / evaluation algorithm / rendering algorithm / lattice-clipping algorithm / 3D Graphics / conversion algorithm / particular rendering algorithm / cell-specialization algorithm / random access / supersampling algorithm / CAD / modified A-buffer algorithm / /

URL

http /

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