Abstract is missing.
- Unsolved Problems and Opportunities for High-quality, High-performance 3D Graphics on a PC PlatformDavid B. Kirk. 11-13 [doi]
- Quadratic Bezier Triangles As Drawing PrimitivesJan Bruijns. 15-23 [doi]
- An Improved Z-Buffer CSG Rendering AlgorithmNigel Stewart, Geoff Leach, Sabu John. 25-30 [doi]
- A Breadth-First Approach To Efficient Mesh TraversalTulika Mitra, Tzi-cker Chiueh. 31-37 [doi]
- View-independent Environment MapsWolfgang Heidrich, Hans-Peter Seidel. 39-45 [doi]
- Gouraud Bump MappingI. Ernst, H. Rüsseler, H. Schulz, O. Wittig. 47-53 [doi]
- Texture Tile Visibility Determination For Dynamic Texture LoadingMichael E. Goss, Kei Yuasa. 55-60 [doi]
- High-Quality Volume Rendering Using Texture Mapping HardwareFrank Dachille, Kevin Kreeger, Baoquan Chen, Ingmar Bitter, Arie E. Kaufman. 69-76 [doi]
- PAVLOV: A Programmable Architecture for Volume ProcessingKevin Kreeger, Arie E. Kaufman. 77-86 [doi]
- Performance Issues of a Distributed Frame Buffer on a MulticomputerBin Wei, Douglas W. Clark, Edward W. Felten, Kai Li. 87-96 [doi]
- Extending Graphics Hardware For Occlusion Queries In OpenGLDirk Bartz, Michael Meißner, Tobias Hüttner. 97-103 [doi]
- Simple Models of the Impact of Overlap in Bucket RenderingMilton Chen, Gordon Stall, Homan Igehy, Kekoa Proudfoot, Pat Hanrahan. 105-112 [doi]
- IMEM: An Intelligent Memory for Bump- and Reflection-MappingAnders Kugler. 113-122 [doi]
- Neon: A Single-Chip 3D Workstation Graphics AcceleratorJoel McCormack, Bob McNamara, Chris Gianos, Larry Seiler, Norman P. Jouppi, Kenneth W. Correll. 123-132 [doi]
- Prefetching in a Texture Cache ArchitectureHoman lgehy, Matthew Eldridge, Kekoa Proudfoot. 133-142 [doi]