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The accumulation buffer: hardware support for high-quality rendering
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Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 17th annual conference on Computer graphics and interactive techniques table of contents
Dallas, TX, USA
Pages: 309 - 318  
Year of Publication: 1990
ISBN:0-89791-344-2
Also published in ...
Authors
Paul Haeberli  Silicon Graphics Computer Systems
Kurt Akeley  Silicon Graphics Computer Systems
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 12,   Downloads (12 Months): 106,   Citation Count: 65
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ABSTRACT

This paper describes a system architecture that supports realtime generation of complex images, efficient generation of extremely high-quality images, and a smooth trade-off between the two.Based on the paradigm of integration, the architecture extends a state-of-the-art rendering system with an additional high-precision image buffer. This additional buffer, called the Accumulation Buffer, is used to integrate images that are rendered into the framebuffer. While originally conceived as a solution to the problem of aliasing, the Accumulation Buffer provides a general solution to the problems of motion blur and depth-of-field as well.Because the architecture is a direct extension of current workstation rendering technology, we begin by discussing the performance and quality characteristics of that technology. The problem of spatial aliasing is then discussed, and the Accumulation Buffer is shown to be a desirable solution. Finally the generality of the Accumulation Buffer is explored, concentrating on its application to the problems of motion blur, depth-of-field, and soft shadows.


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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{Brotman 84} Lynne Shapiro Brotman and Norman I. Badler, "Generating Soft Shadows with a Depth Buffer Algorithm", IEEE CG+A October, 1984.
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{E&S 87} Evans and Sutherland, PS 390 Marke'~ing Brochure, 1987.
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{SGI 85} Silicon Graphics, "Silicon Graphics 3000 Technical Report", 1985.
 
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{Star 89} Star Technologies, "Graphicon 2000 Technical Overview", 1989.
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CITED BY  65

Collaborative Colleagues:
Paul Haeberli: colleagues
Kurt Akeley: colleagues