Scott R. Nelson

dblp:41/3767 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1993
—ORCID · none

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 architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 50% Integrated circuit design · 50%
Computer graphics and multimedia
1 paper
Rendering · 100%

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

TopicWeightPapersLastEvidence papers
Integrated circuit design
ASIC design
0.011993
Leo: a system for cost effective 3D shaded graphics · SIGGRAPH 1993
GPUs and heterogeneous computing
graphics accelerator
0.011993
Leo: a system for cost effective 3D shaded graphics · SIGGRAPH 1993
Rendering
shaded display
0.011993
Leo: a system for cost effective 3D shaded graphics · SIGGRAPH 1993

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

parallel rasterization · 0.0graphics microprocessor · 0.0ASIC · 0.0
YearPublicationVenuePosition
1993 Leo: a system for cost effective 3D shaded graphics
abstract
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.
Michael F. Deering, Scott R. Nelson
SIGGRAPH2