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Douglas Voorhies

dblp:20/2370 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 1994
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-author

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
3 papers
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Parallel and multicore computing · 72% Processor architecture and microarchitecture · 28%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › texture mapping
environment mapping
0.011994
Reflection vector shading hardware · SIGGRAPH 1994
Rendering
real-time rendering
0.011994
Reflection vector shading hardware · SIGGRAPH 1994
Rendering › rasterization
hardware rasterization
0.011990
The rendering architecture of the DN10000VS · SIGGRAPH 1990
Rendering
rasterization
0.011990
The rendering architecture of the DN10000VS · SIGGRAPH 1990

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

texture mapping · 0.0quadratic interpolation · 0.0alpha buffering · 0.0reflection vector calculation · 0.0perspective-correct texture mapping · 0.0virtual resource abstraction · 0.0
YearPublicationVenuePosition
1994 Reflection vector shading hardware
abstract
Surface reflections of an environment can be rendered in real time if hardware calculates an unnormalized reflection vector at each pixel. Conventional perspective-correct texture hardware can then be leveraged to draw high-quality reflections of an environment or specular highlights in real time. This fully accommodates area light sources, allows a local viewer to move interactively, and is especially well suited to the inspection of surface orientation and curvature. By emphasizing the richness of the incoming illumination rather than physical surface properties, it represents a new direction for real-time shading hardware.
Douglas Voorhies, Jim Foran
SIGGRAPH1
1990 The rendering architecture of the DN10000VS
abstract
The Appollo DN10000VS treats graphics as an integral part of the system architecture. Graphics requirements influence the entire system design. All floating-point computations for graphics are performed by the CPU(s), while rasterizing is handled by simplified hardware having no microcode. We decided to support alpha buffering, quadratic interpolation, and texture mapping directly in hardware. This partitioning reduces the cost of a high-end workstation, without sacrificing high rendering quality and performance. This paper describes some of the design trade-offs which led to the final system design.
David Blair Kirk, Douglas Voorhies
SIGGRAPH2
1988 Virtual graphics
abstract
Graphics can be implemented as a virtual system resource. This abstraction appears to each application on a multiprocessing workstation as a dedicated rendering and display pipeline. A variety of simple mechanisms support the simultaneous display of different types of images and eliminate the need for low-level device driver software. They permit applications to embed graphics instructions directly in their code. The abstraction allows for cleaner software design, higher performance, and effective concurrent use of the display by several applications.
Douglas Voorhies, David Blair Kirk, Olin Lathrop
SIGGRAPH1