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dc.contributor.authorGhazanfarpour, D.en_US
dc.contributor.authorPeroche, B.en_US
dc.date.accessioned2015-10-05T07:56:09Z
dc.date.available2015-10-05T07:56:09Z
dc.date.issued1989en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egtp.19891017en_US
dc.description.abstractWe present a method allowing to solve the three problems arising when a scene is displayed with the z-buffer algorithm. The proposed algorithm only requires one extra memory bit per pixel and delivers good quality images. It is fast because, in particular, the most expensive calculations such as antialiasing or texture mapping are made only for visible pixels of the scene.en_US
dc.publisherEurographics Associationen_US
dc.titleAnti-Aliasing by Successive Steps with a Z-Bufferen_US
dc.description.seriesinformationEG 1989-Technical Papersen_US
dc.identifier.doi10.2312/egtp.19891017en_US


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