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The accumulation buffer: hardware support for high-quality rendering

Published: 01 September 1990 Publication History
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  • Abstract

    This paper describes a system architecture that supports realtime generation of complex images, efficient generation of extremely high-quality images, and a smooth trade-off between the two.Based on the paradigm of integration, the architecture extends a state-of-the-art rendering system with an additional high-precision image buffer. This additional buffer, called the Accumulation Buffer, is used to integrate images that are rendered into the framebuffer. While originally conceived as a solution to the problem of aliasing, the Accumulation Buffer provides a general solution to the problems of motion blur and depth-of-field as well.Because the architecture is a direct extension of current workstation rendering technology, we begin by discussing the performance and quality characteristics of that technology. The problem of spatial aliasing is then discussed, and the Accumulation Buffer is shown to be a desirable solution. Finally the generality of the Accumulation Buffer is explored, concentrating on its application to the problems of motion blur, depth-of-field, and soft shadows.

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    Published In

    cover image ACM SIGGRAPH Computer Graphics
    ACM SIGGRAPH Computer Graphics  Volume 24, Issue 4
    Aug. 1990
    377 pages
    ISSN:0097-8930
    DOI:10.1145/97880
    Issue’s Table of Contents
    • cover image ACM Conferences
      SIGGRAPH '90: Proceedings of the 17th annual conference on Computer graphics and interactive techniques
      September 1990
      452 pages
      ISBN:0897913442
      DOI:10.1145/97879
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 01 September 1990
    Published in SIGGRAPH Volume 24, Issue 4

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    • (2023)Rendering algorithms for aberrated human vision simulationVisual Computing for Industry, Biomedicine, and Art10.1186/s42492-023-00132-96:1Online publication date: 17-Mar-2023
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