Triangle Scan Conversion using 2D Homogeneous Coordinates
dc.contributor.author | Olano, Marc | en_US |
dc.contributor.author | Greer, Trey | en_US |
dc.contributor.editor | A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider | en_US |
dc.date.accessioned | 2014-02-06T14:57:01Z | |
dc.date.available | 2014-02-06T14:57:01Z | |
dc.date.issued | 1997 | en_US |
dc.description.abstract | We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinates, the algorithm avoids costly clipping tests which make pipelining or hardware implementations of previous scan conversion algorithms difficult. The algorithm handles clipping by the addition of clip edges, without the need to actually split the clipped triangle. Furthermore, the algorithm can render true homogeneous triangles, including external triangles that should pass through infinity with two visible sections. An implementation of the algorithm on Pixel-Planes 5 runs about 33% faster than a similar implementation of the previous algorithm. | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |
dc.identifier.isbn | 0-89791-961-0 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGGH/EGGH97/089-095 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | 1.3.1 (Computer Graphics] | en_US |
dc.subject | Hardware Architecture | en_US |
dc.subject | Parallel Processing | en_US |
dc.subject | 1.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | 1.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Visible line/surface algorithms. | en_US |
dc.title | Triangle Scan Conversion using 2D Homogeneous Coordinates | en_US |
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