Annals of Faculty of Computer and Information Sciences, Hosei University
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HOME >> No.3 CONTENTS >> Tsuneo IKEDO
Professor
Tsuneo IKEDO
Publications(January 2002 - December 2002)
  1. T. Ikedo, "A Single Chip Graphics Processor of a Billion Polygons Performance", Proceedings of An International Symposium on Low-Power and High-Speed Chips, Cool Chips V., Vol.1 (IEICE, IEEE, ACM Corporations), pp.319 - 326, April, 2002
    Abstract - Multimedia systems supporting integration of multimodal, synthetic imagery with digital audio and video data streams require multigranular, parallel processing to meet growing demands on the performance of such systems. Multimedia environments that include realistic scenes will depend upon advanced realtime graphic rendering technology that is currently unavailable, but will soon be possible using ULSI with 10s of millions of gates. This paper describes various modules of graphics functions embedded within a single chip.
  2. T. Ikedo, "A Realtime Anti-Aliased Soft-Shadow Casting Renderer", Internet Journal of 'Computer Graphics & Geometry' Vol.4, No.2, Consortium "Geometrical Education in New Information Technologies" http://www.ogg.ru/, 22 pages, Oct. 2002
    Abstract - A renderer for realtime soft shadow casting on the basis of a two-pass z buffer (shadow mapping) has been developed, embedded within an ASIC. Functions for erosive and penumbra effects, along with a filtering method for shadow polygons to generate soft shadows and shadows from transparent objects, are newly defined. The renderer consists purely of hardware modules, including multiple shadow buffers, bi-directional IIR filters, and intensity modulation circuits, involving textured and bump-mapped light-reflection shaders. It produces a shadowed pixel at 0.8ns per pixel (1.2 billion pixels), comprising a fully unidirectional pipeline architecture.
  3. T. Ikedo, "Technologies for Creating Realistic Sights in Future Multimedia Systems" Journal of IEEE Multimedia, Vol.9, N0.4, pp.56 - 72, Oct-Dec., 2002
    Abstract - The heaviest workload of Multimedia system has been considered on the medium and fine-grain processing for sight and audio rendering. One of the solutions to get both realtime and reality in this area is how to cooperate the software and hardware technologies. The paper describes focusing on the hardware algorithms and architectures of light-reflection shading, shadow casting, antialiasing and amorphous object rendering, in order to obtain a realtime augmented reality environments in future multimedia system. These modules perform rendering speed of a billion polygons per second.

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