Display Memory Access Issues and Anti-Aliasing with a Virtual Reality Graphics Controller.
dc.contributor.author | Regan, Matthew | en_US |
dc.contributor.author | Pose, Ronald | en_US |
dc.contributor.editor | W. Strasser | en_US |
dc.date.accessioned | 2014-02-06T14:27:10Z | |
dc.date.available | 2014-02-06T14:27:10Z | |
dc.date.issued | 1994 | en_US |
dc.description.abstract | An address recalculation pipeline used in conjunction with image composition enables the profitable technique of prioritized rendering to be employed in virtual reality applications. These techniques however require the use of large amounts of fast static memory. Aliasing is also introduced in the system and must be removed with special anti-aliasing hardware. The demands on the display memory are quite severe and an unusual memory architecture and addressing scheme are employed to meet those demands. This results in the required performance and excellent memory efficiency while requiring relatively few components. The system provides far better performance at a lower cost than high-end conventional graphics computer systems running virtual reality applications. | en_US |
dc.description.seriesinformation | Eurographics Workshop on Graphics Hardware | en_US |
dc.identifier.isbn | - | en_US |
dc.identifier.issn | - | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGGH/EGGH94/023-027 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Display Memory Access Issues and Anti-Aliasing with a Virtual Reality Graphics Controller. | en_US |
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