VII.2

FAST LINEAR COLOR RENDERING

Russell C.H. Cheng,     University of Wales, College of Cardiff, Cardiff, United Kingdom

Publisher Summary

This chapter describes an algorithm for fast z-buffered linear color rendering of polygons. Normally, linear shading is an expensive computation because separate interpolation is needed to calculate each of the attributes r, g, b, and z at each pixel in the polygon. Additionally, and still at the pixel level, the separate r, g, b values have to be merged to form the overall value representing the given color. Hardware solutions for doing the interpolation and merging can overcome speed problems but only at the expense of a less-flexible format in the choice of color mode. When the shading is linear, ...

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