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<oembed><version>1.0</version><provider_name>Microsoft Research</provider_name><provider_url>https://www.microsoft.com/en-us/research</provider_url><author_name>Kurt Akeley</author_name><author_url>https://www.microsoft.com/en-us/research/people/kakeley/</author_url><title>RealityEngine graphics - Microsoft Research</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="A8tT7la2wf"&gt;&lt;a href="https://www.microsoft.com/en-us/research/publication/realityengine-graphics/"&gt;RealityEngine graphics&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="https://www.microsoft.com/en-us/research/publication/realityengine-graphics/embed/#?secret=A8tT7la2wf" width="600" height="338" title="&#x201C;RealityEngine graphics&#x201D; &#x2014; Microsoft Research" data-secret="A8tT7la2wf" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script type="text/javascript"&gt;
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</html><description>The RealityEngine graphics system is the first of a new generation of systems designed primarily to render texture mapped, antialiased polygons. This paper describes the architecture of the RealityEngine graphics system, then justifies some of the decisions made during its design. The implementation is near-massively parallel, employing 353 independent processors in its fullest configuration, resulting [&hellip;]</description></oembed>
