Matthew Eldridge

Abstract Pomegranate: A Fully Scalable Graphics Architecture (2008)

Matthew Eldridge, Homan Igehy, Pat Hanrahan

Pomegranate is a parallel hardware architecture for polygon rendering that provides scalable input bandwidth, triangle rate, pixel rate, texture memory and display bandwidth while maintaining an...

Abstract Distributed Rendering for Scalable Displays (2007)

Greg Humphreys, Ian Buck, Matthew Eldridge, Pat Hanrahan

We describe a novel distributed graphics system that allows an application to render to a large tiled display. Our system, called WireGL, uses a cluster of off-the-shelf PCs connected with a...

Designing Graphics Architectures (2007)

Around Scalability And, Matthew Eldridge, Pat Hanrahan, Mark Horowitz

Communication forms the backbone of parallel graphics, allowing multiple functional units to cooperate to render images. The cost of this communication, both in system resources and money, is the...

the European Bioinformatics Institute. (2001)

Avi Naim, Christian Lemer, Shoshana Wodak, Jacques Van Helden, Avi Naim, Christian Lemer, ...

are the representation and analysis of metabolic and regulatory pathways, and the analysis of regulatory sequences.

From molecular activities and processes to biological function (2001)

Van Helden, Jacques, Naim, Avi, Lemer, Christian, Mancuso, Renato, Eldridge, Matthew, Wodak, Shoshana J.

This paper describes how biological function can be represented in terms of molecular activities and processes. It presents several key features of a data model that is based on a conceptual...

Parallel Texture Caching (1999)

Homan Igehy, Matthew Eldridge, Pat Hanrahan

The creation of high-quality images requires new functionality and higher performance in real-time graphics architectures. In terms of functionality, texture mapping has become an integral component...

Prefetching in a texture cache architecture (1998)

Homan Igehy, Matthew Eldridge, Kekoa Proudfoot

Texture mapping has become so ubiquitous in real-time graphics hardware that many systems are able to perform filtered texturing without any penalty in fill rate. The computation rates available in...

Prefetching in a texture cache architecture (1998)

Homan Igehy, Matthew Eldridge, Kekoa Proudfoot

Texture mapping has become so ubiquitous in real-time graphics hardware that many systems are able to perform filtered texturing without any penalty in fill rate. The computation rates available in...