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Masayoshi Murakami

dblp:171/1160 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1984
—ORCID · unresolved

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
1 paper
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
hidden surface removal
0.011984
A parallel processor system for three-dimensional color graphics · SIGGRAPH 1984
Rendering › hidden surface removal
scan-line algorithms
0.011984
A parallel processor system for three-dimensional color graphics · SIGGRAPH 1984

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

raster-scan display · 0.0hierarchical multiprocessor · 0.0
YearPublicationVenuePosition
1984 A parallel processor system for three-dimensional color graphics
abstract
This paper describes the hardware architecture and the employed algorithm of a parallel processor system for three-dimensional color graphics. The design goal of the system is to generate realistic images of three-dimensional environments on a raster-scan video display in real-time. In order to achieve this goal, the system is constructed as a two-level hierarchical multi-processor system which is particularly suited to incorporate scan-line algorithm for hidden surface elimination. The system consists of several Scan-Line Processors (SLPs), each of which controls several slave PiXel Processors (PXPs). The SLP prepares the specific data structure relevant to each scan line, while the PXP manipulates every pixel data in its own territory. Internal hardware structures of the SLP and the PXP are quite different, being designed for their dedicated tasks.
Haruo Niimi, Yoshiro Imai, Masayoshi Murakami, Shinji Tomita, Hiroshi Hagiwara
SIGGRAPH3