| The A -buffer, an antialiased hidden surface method |
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ACM SIGGRAPH Computer Graphics
archive
Volume 18 , Issue 3 (July 1984)
table of contents
Pages: 103 - 108
Year of Publication: 1984
ISSN:0097-8930
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Author
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Loren Carpenter
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Computer Graphics Project, Computer Division, Lucasfilm Ltd
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Downloads (6 Weeks): 41, Downloads (12 Months): 296, Citation Count: 88
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ABSTRACT
The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers. It resolves visibility among an arbitrary collection of opaque, transparent, and intersecting objects. Using an easy to compute Fourier window (box filter), it increases the effective image resolution many times over the Z-buffer, with a moderate increase in cost. The A-buffer is incorporated into the REYES 3-D rendering system at Lucasfilm and was used successfully in the “Genesis Demo” sequence in Star Trek II.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CARPENTER, L., "A New Hidden Surface Algorithm," Proceedings of NW76, ACM, Seattle, WA, 1976.
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CATMULL, E., A Subdivision Algorithm for Computer Display of Curved Surfaces, University of Utah, Salt Lake City, December 1974.
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CITED BY 88
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Bruce Anderson , Andy Stewart , Rob MacAulay , Turner Whitted, Accommodating memory latency in a low-cost rasterizer, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, p.97-101, August 03-04, 1997, Los Angeles, California, United States
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Henry Fuchs , Jack Goldfeather , Jeff P. Hultquist , Susan Spach , John D. Austin , Frederick P. Brooks, Jr. , John G. Eyles , John Poulton, Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes, ACM SIGGRAPH Computer Graphics, v.19 n.3, p.111-120, Jul. 1985
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Ricardo Farias , Joseph S. B. Mitchell , Cláudio T. Silva, ZSWEEP: an efficient and exact projection algorithm for unstructured volume rendering, Proceedings of the 2000 IEEE symposium on Volume visualization, p.91-99, October 09-10, 2000, Salt Lake City, Utah, United States
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Cláudio T. Silva , Joseph S. B. Mitchell , Peter L. Williams, An exact interactive time visibility ordering algorithm for polyhedral cell complexes, Proceedings of the 1998 IEEE symposium on Volume visualization, p.87-94, October 19-20, 1998, Research Triangle Park, North Carolina, United States
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Louis Bavoil , Steven P. Callahan , Aaron Lefohn , João L. D. Comba , Cláudio T. Silva, Multi-fragment effects on the GPU using the k-buffer, Proceedings of the 2007 symposium on Interactive 3D graphics and games, April 30-May 02, 2007, Seattle, Washington
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Woo-Chan Park , Cheong-Ghil Kim , Duk-Ki Yoon , Kil-Whan Lee , Il-San Kim , Tack-Don Han, A consistency-free memory architecture for sort-last parallel rendering processors, Journal of Systems Architecture: the EUROMICRO Journal, v.53 n.5-6, p.272-284, May, 2007
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