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<< /S /GoTo /D (section.1) >>
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(1 Introduction)
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<< /S /GoTo /D (section.2) >>
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(2 Computer graphics techniques)
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<< /S /GoTo /D (subsection.2.1) >>
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(2.1 Modelling objects)
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<< /S /GoTo /D (subsection.2.2) >>
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(2.2 Transformation)
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<< /S /GoTo /D (subsubsection.2.2.1) >>
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(2.2.1 The homogenous coordinate system)
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<< /S /GoTo /D (subsubsection.2.2.2) >>
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(2.2.2 Translation)
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<< /S /GoTo /D (subsubsection.2.2.3) >>
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(2.2.3 Rotation)
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<< /S /GoTo /D (subsubsection.2.2.4) >>
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(2.2.4 Concatenation)
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<< /S /GoTo /D (subsubsection.2.2.5) >>
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(2.2.5 Perspective projection)
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<< /S /GoTo /D (subsection.2.3) >>
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(2.3 Scan conversion)
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<< /S /GoTo /D (subsection.2.4) >>
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(2.4 Shading)
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<< /S /GoTo /D (subsection.2.5) >>
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(2.5 Clipping)
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<< /S /GoTo /D (subsection.2.6) >>
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(2.6 Hidden surface removal)
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<< /S /GoTo /D (section.3) >>
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(3 The IMS T800 transputer)
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<< /S /GoTo /D (subsection.3.1) >>
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(3.1 Serial links)
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<< /S /GoTo /D (subsection.3.2) >>
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(3.2 On-chip floating point unit)
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<< /S /GoTo /D (subsection.3.3) >>
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(3.3 2-D block move instructions)
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<< /S /GoTo /D (subsection.3.4) >>
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(3.4 The occam programming language)
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<< /S /GoTo /D (subsection.3.5) >>
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(3.5 Meeting computer graphics requirements)
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<< /S /GoTo /D (section.4) >>
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(4 3-D transformation on the IMS T800)
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<< /S /GoTo /D (section.5) >>
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(5 The INMOS distributed Z-buffer)
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<< /S /GoTo /D (subsection.5.1) >>
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(5.1 The Z-buffer algorithm)
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<< /S /GoTo /D (subsection.5.2) >>
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(5.2 Scan conversion)
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<< /S /GoTo /D (subsubsection.5.2.1) >>
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(5.2.1 Scan converting polygons)
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<< /S /GoTo /D (subsubsection.5.2.2) >>
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(5.2.2 Scan converting spheres)
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<< /S /GoTo /D (subsubsection.5.2.3) >>
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(5.2.3 Implementation details)
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<< /S /GoTo /D (section*.2) >>
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( Scan conversion with a DDA)
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<< /S /GoTo /D (section*.3) >>
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( Scan conversion on transputers)
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<< /S /GoTo /D (subsubsection.5.2.4) >>
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(5.2.4 Distributing scan conversion over multiple transputers)
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<< /S /GoTo /D (subsection.5.3) >>
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(5.3 Architecture)
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<< /S /GoTo /D (subsection.5.4) >>
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(5.4 Performance)
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<< /S /GoTo /D (section.6) >>
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(6 The INMOS multi-player flight simulator)
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<< /S /GoTo /D (subsection.6.1) >>
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(6.1 Requirements)
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<< /S /GoTo /D (subsection.6.2) >>
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(6.2 Implementation details)
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<< /S /GoTo /D (subsubsection.6.2.1) >>
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(6.2.1 The distributed polygon shader)
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<< /S /GoTo /D (subsubsection.6.2.2) >>
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(6.2.2 Geometry system)
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<< /S /GoTo /D (subsubsection.6.2.3) >>
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(6.2.3 BSP-Trees)
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<< /S /GoTo /D (subsection.6.3) >>
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(6.3 Architecture)
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<< /S /GoTo /D (subsection.6.4) >>
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(6.4 Performance)
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<< /S /GoTo /D (section.7) >>
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(7 Conclusions)
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<< /S /GoTo /D (section*.4) >>
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(References)
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