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{{Refimprove|date=April 2009}}
Geometric manipulation of
| last = Clark
| first = James
| title = Special Feature A VLSI Geometry Processor For Graphics
| pages = 59–68
| journal = Computer
| date = July 1980
| volume = 13
| issue = 7
| doi = 10.1109/MC.1980.1653711
| s2cid = 2428227
}}</ref><ref>{{Cite conference
|first = James
|last = Clark
|title = The Geometry Engine: A VLSI Geometry System for Graphics
|book-title = Proceedings of the 9th annual conference on Computer graphics and interactive techniques
|pages = 127–133
|date = July 1982
|url=https://dl.acm.org/doi/pdf/10.1145/965145.801272 |citeseerx=10.1.1.359.8519 |doi=10.1145/965145.801272
}}
</ref>
[[Geometric
==History==
Hardware implementations of the geometry pipeline were introduced in the early [[Evans and Sutherland]] [[Picture System]], but perhaps received broader recognition when later applied in the broad range of graphics systems products introduced by [[Silicon Graphics]]. Initially the SGI geometry hardware performed simple model-space to screen space viewing transformations with all the lighting and shading handled by a separate hardware implementation stage, but in later, much higher performance applications such as the SGI [[Reality Engine]], they began to be applied to perform part of the rendering support as well. ▼
▲Hardware implementations of the geometry pipeline were introduced in the early [[Evans
More recently, perhaps dating from the late 1990s, the hardware support required to perform the manipulation and rendering of quite complex scenes has become accessible to the consumer market.
Companies such as [[
This subject matter is part of the technical foundation for modern computer graphics, and is a comprehensive topic taught at both the undergraduate and graduate levels as part of a
== See also ==
* [[Vertex pipeline]]
* [[Graphics pipeline]] (include [[Pixel pipeline]])
* [[Rasterisation]]
==References==
{{Reflist}}
{{Graphics Processing Unit}}
▲* [[Silicon Graphics, Inc.]]
[[Category:3D computer graphics]]
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