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There are a number of 3D graphics accelerator architectures on the market today. One of the largest issues concerning the design of a 3D accelerator is that of affordability for the home user while still delivering good performance. Three such architectures were analyzed: the Heresy architecture defined by Chiueh [2], the Talisman architecture defined by Torborg [7], and the Tayra architecture\u27s specification by White [9]. Portions of these three architectures were used to create a new architecture taking advantage of as many of their features as possible. The advantage of chunking will be analyzed, along with the advantages of a single cycle z-buffering algorithm. It was found that Fast Phong Shading is not suitable for implementation in this pipeline, and that the clipping algorithm should be eliminated in favor of a scissoring algorithm
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