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PixelFlow: High-Speed Rendering Using Image Composition
- Computer Graphics (Proc. SIGGRAPH
, 1992
"... We describe PixelFlow, an architecture for high-speed image generation that overcomes the transformation- and frame-buffer– access bottlenecks of conventional hardware rendering architectures. PixelFlow uses the technique of image composition: it distributes the rendering task over an array of ident ..."
Abstract
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Cited by 155 (6 self)
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We describe PixelFlow, an architecture for high-speed image generation that overcomes the transformation- and frame-buffer– access bottlenecks of conventional hardware rendering architectures. 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 of a fraction of the primitives. A high-performance image-composition network composites these images in real time to produce an image of the entire scene. Image-composition architectures offer performance that scales linearly with the number of renderers; there is no fundamental limit to the maximum performance achievable using this approach. A single PixelFlow renderer rasterizes up to 1.4 million triangles per second, and an n-renderer system can rasterize at up to n times this basic rate. PixelFlow performs antialiasing by supersampling. It supports defemed shading with separate hardware shaders that operate on composite images containing intermediate pixel data. PixelFlow shaders compute complex shading algorithms and procedural and image-based textures in real-time. The shading rate is independent of scene complexity. A Pixel Flow system can be coupled to a parallel supercomputer to serve as an immediatemode graphics server, or it can maintain a display list for retainedmode rendering. The PixelFlow design has been simulated extensively at high level. Custom chip design is underway. We anticipate a working system by late 1993.
Combining Z-buffer Engines for Higher-Speed Rendering
- in Advances in Computer Graphics Hardware III
, 1988
"... Described is a hardware architecture for combining the outputs of a number of zbuffer 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 ..."
Abstract
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Cited by 15 (1 self)
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Described is a hardware architecture for combining the outputs of a number of zbuffer 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 high performance. The described architecture is based on a fusion of scan-line rendering and the conventional z-buffer algorithm. The frame buffers of several z-buffer engines are modified to scan out z-values as well as color values. Multiplexing devices combine the z/color streams from each pair of frame-buffers. These z/color streams are then combined by further multiplexers, creating a binary tree that funnels the z/color information from the many conventional frame buffers into a single z/color stream. The color stream is then used to drive a standard display device. The proposed architecture allows rendering rates of ...

