WorldCat Identities

Ullner, Michael K.

Works: 4 works in 22 publications in 1 language and 224 library holdings
Genres: Academic theses 
Roles: Author
Classifications: T385, 001.6443
Publication Timeline
Most widely held works by Michael K Ullner
Device-independent graphics : with examples from IBM personal computers by Robert F Sproull( Book )

14 editions published between 1985 and 1989 in English and held by 209 WorldCat member libraries worldwide

Computer graphics; Interactive computer graphics; Graphics hardware; Graphics software; The graphical kernel system; Using the graphical kernel system; Getting started with GKS; An interactive drawing program; Extending the application; Using the drawing; A review of application design; Geometry; A geometry primer; Transformations; Modeling; Three-dimensional graphics; Shaded perspective pictures; Raster graphics; Programming the IBM professional graphics controller; Raster images; Raster techniques; Lessons learned; Using graphics standards; Appendices; Index
Parallel machines for computer graphics by Michael K Ullner( )

6 editions published between 1983 and 1990 in English and held by 14 WorldCat member libraries worldwide

Filtering high quality text for display on raster scan devices by James Thomas Kajiya( Book )

in English and held by 1 WorldCat member library worldwide

Parallel machines for computer graphics by Michael K Ullner( )

1 edition published in 1983 in Undetermined and held by 1 WorldCat member library worldwide

Computer graphics provides some ideal applications for the kind of highly parallel implementations made possible by advances in integrated circuit technology. Specifically, hidden line and hidden surface algorithms, while easily defined and simple in concept, entail a substantial amount of computation. This requirement fits the characteristics of integrated circuit technology, where modular designs involving regular communication between many concurrent operations are rewarded with high performance at an acceptable cost. Ray tracing is a very flexible technique that can be used to produce some of the most realistic of all computer generated images by simulating the interactions of light rays with surfaces in a modeled scene. Because light rays are mutually independent, many may be processed simultaneously, and the potential for concurrency is great. One architecture for expediting a ray tracing algorithm consists of a conventional computer equipped with a special purpose peripheral device for locating the intersections of rays and surfaces. This intersection computation is the most time consuming aspect of a ray tracing algorithm. Although the attached processor configuration can produce images more quickly than an unaided computer, its performance is limited. Alternatively, a pipeline of surface processors can replace the peripheral device. Each processor computes the intersections of its stored surface with rays that flow through the pipe. Such a machine machine can be quite fast, and its performance can be increased by lengthening the pipeline, but the component processors are not very effectively utilized. A third approach combines the advantages of the prior two machines by using an array of processors, each simulating a distinct subvolume of the modeled world by treating light rays traveling through space as messages flowing between processors. Local communication is sufficient because light rays travel continuously through space. In real time computer graphic
Audience Level
Audience Level
  Kids General Special  
Audience level: 0.61 (from 0.55 for Parallel m ... to 0.80 for Filtering ...)

English (21)