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- Path: sparky!uunet!ogicse!news.u.washington.edu!stein.u.washington.edu!hlab
- From: leech@cs.unc.edu (Jon Leech)
- Newsgroups: sci.virtual-worlds
- Subject: Re: PAPER: Galilean Antialiasing for VR, Part 01/04
- Message-ID: <1992Nov9.220147.11292@u.washington.edu>
- Date: 8 Nov 92 22:38:43 GMT
- Article-I.D.: u.1992Nov9.220147.11292
- References: <lfjuqqINNb62@exodus.Eng.Sun.COM>
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Washington
- Lines: 38
- Approved: cyberoid@milton.u.washington.edu
- Originator: hlab@stein.u.washington.edu
-
-
-
- In article <lfjuqqINNb62@exodus.Eng.Sun.COM>, deering@deering.Eng.Sun.COM (Micha
- el F. Deering) writes:
- |> As a designer of digital circuits for rendering, I have a fairly good feel
- |> for how much circuitry would be required to implement this sort of algorithm.
- |> The problem is that it appears that it would cost *more* to support the smart
- |> pixels that the current brute force rendering circuitry takes! (In the
- |> authors defence the relative amounts of circuits needed are not obvious.)
-
- My opinion is similar, that scan conversion is already a solved
- problem, and it will turn out to be easier to throw enough hardware at
- the front end to sustain 1 update/field than to solve the sampling and
- aliasing problems of a "galpixel" buffer. But I'll still offer an
- opposing viewpoint.
-
- First, note that the expense of updating a galpixel buffer doesn't
- vary with the image complexity. So the balance between frame buffer
- and rendering hardware will vary depending on how complex your
- database is.
-
- Second, the basic capabilities to do what he describes are already
- starting to emerge for texturing, and in that sense won't impose an
- extra cost. The current Reality Engine architecture might even support
- galpixels at reasonable frame rates, since there's a path from the
- frame buffer back to the top of the rendering hardware.
-
- What I'd suggest the author do is trim this paper to about 20
- pages describing solely the galpixel concept, add some diagrams and a
- block level approach to implementing a G(2) frame buffer, and, most
- importantly, produce experimental evidence that Galilean antialiasing
- will indeed offer the claimed benefits. The other stuff about
- nonplanar displays belongs in a different paper.
- --
- Jon Leech (leech@cs.unc.edu) __@/
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