EDBT 2026 Demo / reviewers in the wild / expert
Bill Rivard
dblp:81/126
· DBLP profile ↗
1ranked-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 · 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 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
antialiasing |
0.0 | 1 | 1997 | Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm · SIGGRAPH 1997 |
Rendering › sampling
subpixel sampling |
0.0 | 1 | 1997 | Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm · SIGGRAPH 1997 |
GPUs and heterogeneous computing
graphics accelerator |
0.0 | 1 | 1997 | Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm · SIGGRAPH 1997 |
Rendering
hidden surface removal |
0.0 | 1 | 1997 | 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 · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1997 | Hardware accelerated rendering of antialiasing using a modified a-buffer algorithmabstractone 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 |
SIGGRAPH | 4 |