Abstract
Many graphics and visualization applications require fast rendering and animation of fine detailed objects, which are named atomic primitives here. A primitive is a basic graphics shape such as a line or triangle that is directly rasterized into the framebuffer. An atomic primitive is a primitive that is small in size. A large and complex geometric model can be divided into lines, rectangles, and atomic triangles. Here we introduce a new method in the graphics pipeline hardware design to speed up rendering atomic primitives. Specifically, we present a new image-based atomic triangle rasterization algorithm. The algorithm stores the bitmaps of small triangles in memory and quickly retrieves a triangle bitmap when required. Our simulation experiments show that the image-based approach leads to faster rendering in primitive rasterization without sacrificing accuracy. At the same time, clipping, shading, hidden-surface removal, texture mapping, antialiasing, and other basic graphics functions and components are studied with suggested solutions as well. We believe our work is a novel approach that has potential of value and impact in graphics.
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© 2006 Springer-Verlag Berlin Heidelberg
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Chen, J.X., Wechsler, H., Cui, J. (2006). Image-Based Fast Small Triangle Rasterization. In: Pan, Z., Cheok, A., Haller, M., Lau, R.W.H., Saito, H., Liang, R. (eds) Advances in Artificial Reality and Tele-Existence. ICAT 2006. Lecture Notes in Computer Science, vol 4282. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11941354_95
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DOI: https://doi.org/10.1007/11941354_95
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-49776-9
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