Larry J. Thayer

dblp:73/6144 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1986
—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 graphics and multimedia
1 paper
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

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

TopicWeightPapersLastEvidence papers
Rendering
rasterization
0.011986
A fast shaded-polygon renderer · SIGGRAPH 1986
Rendering
shaded display
0.011986
A fast shaded-polygon renderer · SIGGRAPH 1986
GPUs and heterogeneous computing
graphics accelerator
0.011986
A fast shaded-polygon renderer · SIGGRAPH 1986

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

interpolation · 0.0bresenham algorithm · 0.0
YearPublicationVenuePosition
1986 A fast shaded-polygon renderer
abstract
Image rendering is the performance bottleneck in many computer-graphics systems today because of its computation-intensive nature. Described here is a one-chip VLSI implementation of a shaded-polygon renderer which provides an affordable solution to the bottleneck. The chip takes advantage of a unique extension to Bresenham's vector drawing algorithm [1] to interpolate four axes (for Red, Green, Blue and Z) across a polygon, in addition to the X and Y values. Its inherent accuracy and ease of high-speed hardware implementation distinguish this new algorithm from interpolation with incrementing fractions (DDA).This chip was designed as part of a workstation primarily for mechanical engineering CAD applications. The pipelining and internal bandwidth possible on the chip allows rendering speeds of over twelve-thousand, 1000-pixel, shaded polygons per second, suitable for interactive manipulation of solids. Described in this paper is the derivation of the new algorithm and its implementation in a pipelined, polygon-rendering chip.
Roger W. Swanson, Larry J. Thayer
SIGGRAPH2