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Brent Pease

dblp:25/5533 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 1997
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
GPUs and heterogeneous computing · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
GPUs and heterogeneous computing
graphics accelerator
0.021997
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm · SIGGRAPH 1997
Hardware accelerated rendering of CSG and transparency · SIGGRAPH 1994
Rendering
antialiasing
0.011997
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm · SIGGRAPH 1997
Rendering › sampling
subpixel sampling
0.011997
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm · SIGGRAPH 1997
Rendering › geometric rendering
constructive solid geometry rendering
0.011994
Hardware accelerated rendering of CSG and transparency · SIGGRAPH 1994
Rendering › surface rendering
transparency rendering
0.011994
Hardware accelerated rendering of CSG and transparency · SIGGRAPH 1994
Rendering
hidden surface removal
0.011997
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm · SIGGRAPH 1997

Methods — techniques the papers use, named apart from their topics

multiple-pass rendering · 0.0coverage mask evaluation · 0.0multiple-pass algorithm · 0.0image partitioning · 0.0front-to-back z-sorted shading · 0.0
YearPublicationVenuePosition
1997 Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm
abstract
one pass per subpixel sample) through the hardware rendering pipeline.The resulting image is very high quality, but the performance degrades in proportion to the number of subpixel samples used by the filter function.This paper describes algorithms for accelerating antialiasing in 3D graphics through low-cost custom hardware.The rendering architecture employs a multiple-pass algorithm to perform front-to-back hidden surface removal and shading.Coverage mask evaluation is used to composite objects in 3D.The key advantage of this approach is that antialiasing requires no additional memory and decreases rendering performance by only 30-40% for typical images.The system is image partition based and is scalable to satisfy a wide range of performance and cost constraints.
Stephanie Winner, Michael Kelley, Brent Pease, Bill Rivard, Alex Yen
SIGGRAPH3
1994 Hardware accelerated rendering of CSG and transparency
abstract
This paper describes algorithms for implementing accurate rendering of CSG and transparency in a hardware 3D accelerator. The algorithms are based on a hardware architecture which performs front-to-back Z-sorted shading; a multiple-pass algorithm which allows an unlimited number of Z-sorted object layers is also described. The multiple-pass algorithm has been combined with an image partitioning algorithm to improve efficiency, and to improve performance of the resulting hardware implementation.
Michael Kelley, Kirk Gould, Brent Pease, Stephanie Winner, Alex Yen
SIGGRAPH3