Readings for CS448A: Real-Time Graphics Architectures

Papers and articles available on the web will not be handed out in class. Pointers to the online versions of papers are included by the reference. You are expected to download and print these papers yourselves. One reason for doing this is that many graphics papers contain pictures that do not reproduce well when copied. This policy applies to all papers published by the ACM and IEEE. The ACM and IEEE Digital Libraries are now available online and accessible by Stanford students. They are a great resource: learn to use them.

Readings not available online will be handed out in class. They will also be available in the CS448A course handout cabinet in Gates Rm 377 (the copy room in the graphics wing 3B).

Readings are divided into required, recommended and background.

Readings

Oct 1 The Graphics Pipeline

Required

Mark Segal and Kurt Akeley, The design of the OpenGL graphics interface, (unpublished). [pdf]

Recommended

Mark Segal and Kurt Akeley, The OpenGL graphics system specification: version 1.1. [postscript] [pdf]

Mark Segal and Kurt Akeley, The OpenGL graphics system specification: version 1.2. [pdf]

Mark Segal and Kurt Akeley, The OpenGL graphics system specification: version 1.3. [pdf]

Oct 3 Nuts and Bolts

Required

William Dally and John Poulton, Chapter 1: Introduction to Digital Systems Engineerings, Digital Systems Engineering, Cambridge University Press, 1998. (Handout)

Recommended

J. Ogawa, DRAM Design Overview, [Lecture Slides]

Oct 8 Performance Analysis and Charaterization

Required

J. C. Dunwoody and M. Linton, Tracing interactive 3D graphics programs, Proc. Interactive 3D Graphics, 1990.

M. Deering, Data complexity for virtual reality: Where did all the triangle go?, Graphics Interface, Virtual Reality, 1993. [pdf]

Oct 10 Displays and Framebuffers

Required

R. F. Sproull, Frame-buffer display architectures, Ann. Rev. Comput. Sci, 1:19-46, 1996.

Oct 15 Rasterization

Required

Olano and Greer, Triangle Scan Conversion using 2D Homogeneous Coordinates, EWGH 1997. [html]

Lapidous and Jiao, Optimal Depth Buffer for Low-Cost Graphics Hardware, EWGH 1999. [pdf]

Oct 17 Texturing

Required

Z. Hakura, A. Gupta, The design and analysis of cache architecture for texture mapping. [html]

H. Igehy, M. Eldridge, K. Proudfoot, Prefetching in a texture cache architecture. [html]

Background

P. Heckbert, Texture mapping polygons in perspective. [ps.gz]

P. Heckbert, H. Moreton, Interpolation for polygon texture mapping and shading. [ps.gz]

J. Blinn, Hyperbolic Interpolation.

L. Williams, Pyramidal Parametrics. [acm pdf]

Oct 22 Geometry

Required

K. Akeley and T. Jermoluk, High performance polygon rendering. [acm pdf]

K. Akeley, RealityEngine Graphics. [acm pdf]

J. Montrym, D. Baum, D. Dignam, C. Migdal, InfiniteReality: A real-time graphics system. [acm pdf]

Oct 24 Parallelism and Communication

Required

S. Molnar, M. Cox, D. Ellsworth, H. Fuchs, A sorting classification of parallel rendering, IEEE CGA pp. 23-31, 1994. [acm pdf]

H. Fuchs, Distributing a visible surface algorithm over multiple processors, Proc. ACM Conference, pp. 449-451, 1977.

Oct 31 UNC High Performance Rendering Hardware

Required

Pixel-Planes 4 algorithms

Pixel-Planes 4 hardware

Pixel-Planes 5 hardware

Pixel-Flow

Pixel-Flow: the Realization

Warp-Engine

Nov 5 Antialiasing

Required

References

James Foley, Andy van Dam, Steven Feiner, and John Hughes,< Computer Graphics: Principles and Practice, Second edition in C, Addison-Wesley.

Mason Woo, Jackie Neider, Tom Davis, Dave Schreiner, The OpenGL Programming Guide: 3rd Edition, Addison-Wesley, 1999.

Anthony Apodaca and Larry Gritz, Advanced Renderman: Creating CGI for the Motion Pictures, Morgan Kaufmann, 1999.

Steve Upstill, The RenderMan Companion: A Programmers Guide to Realistic Computer Graphics, Addison-Wesley, 1989.

Copyright © 2001 Pat Hanrahan