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Dive into the research topics where Scott R. Nelson is active.

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Featured researches published by Scott R. Nelson.


international conference on computer graphics and interactive techniques | 1993

Leo: a system for cost effective 3D shaded graphics

Michael F. Deering; Scott R. Nelson

A physically compact, low cost, high performance 3D graphics accelerator is presented. It supports shaded rendering of triangles and antialiased lines into a double-buffered 24-bit true color frame buffer with a 24-bit Z-buffer. Nearly the only chips used besides standard memory parts are 11 ASICs (of four types). Special geometry data reformatting hardware on one ASIC greatly speeds and simplifies the data input pipeline. Floating-point performance is enhanced by another ASIC: a custom graphics microprocessor, with specialized graphics instructions and features. Screen primitive rasterization is carried out in parallel by five drawing ASICs, employing a new partitioning of the back-end rendering task. For typical rendering cases, the only system performance bottleneck is that intrinsically imposed by VRAM.


Journal of Graphics Tools | 1996

Twelve characteristics of correct antialiased lines

Scott R. Nelson

Abstract Many papers have been written on line antialiasing algorithms. Most ignore important features that can leave visible artifacts. This paper presents 12 desirable characteristics of antialiased lines and discusses algorithmic trade-offs that affect each of the characteristics from a behavioral perspective. Accompanying color images show the differences between acceptable and unacceptable behavior for each characteristic. This paper provides the information needed to visibly analyze how well a particular antialiased line algorithm works.


Journal of Graphics Tools | 1997

High quality hardware line antialiasing

Scott R. Nelson

Abstract The graphics community has understood line antialiasing reasonably well for many years. Many papers have dealt with the subject, but none of them have offered a complete solution. This paper explains all of the details of a wellbehaved hardware algorithm used in the SparcStation ZX that, although imperfect, works very well in practice. The paper discusses trade-offs at each point and the reasoning that went into the decisions that were made.


Archive | 2000

Graphics system configured to perform parallel sample to pixel calculation

Michael F. Deering; Nathaniel David Naegle; Scott R. Nelson


Archive | 2001

Graphics system configured to parallel-process graphics data using multiple pipelines

Scott R. Nelson; Lisa C. Grenier; Michael F. Deering


Archive | 1998

Rapid computation of local eye vectors in a fixed point lighting unit

Scott R. Nelson; Michael F. Deering


Archive | 2000

Rendering lines with sample weighting

Scott R. Nelson; Michael F. Deering; Nandini Ramani; Mark Tian; Patrick Shehane; Kevin Tang


Archive | 2000

Graphics system having a super-sampled sample buffer and having single sample per pixel support

Nathaniel David Naegle; Michael F. Deering; Michael G. Lavelle; Carol A. Lavelle; Scott R. Nelson


Archive | 1999

Graphics system using clip bits to decide acceptance, rejection, clipping

Wayne Morse; Michael F. Deering; Mike Lavelle; Ewa M. Kubalska; Huang Pan; Scott R. Nelson


Archive | 1999

Graphics system with programmable real-time sample filtering

Michael F. Deering; David Naegle; Scott R. Nelson

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