3D graphics tile-based systolic scan-conversion

A 3D graphics systolic scan-conversion unit is presented that solves existing problems associated with tile-based hardware rasterization algorithms. In our proposal no searching overhead is needed to find the first hit position inside the primitives. Furthermore "ghost" primitives are hand...

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Hauptverfasser: Crisu, D., Vassiliadis, S., Cotofana, S.D., Liuha, P.
Format: Tagungsbericht
Sprache:eng
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Zusammenfassung:A 3D graphics systolic scan-conversion unit is presented that solves existing problems associated with tile-based hardware rasterization algorithms. In our proposal no searching overhead is needed to find the first hit position inside the primitives. Furthermore "ghost" primitives are handled efficiently with a small constant delay irrespective of the primitive size. Finally, hit positions (communicated in a spatial pattern to increase texture cache hit ratios) can always be mapped to different memory banks in the Z-buffer or color-buffer breaking the "read-modify-write" dependency associated with depth test and color blending. Hardware synthesis in a commercial 0.18 /spl mu/m process technology has indicated that the hardware implementation requires an area of 269964 /spl mu/m/sup 2/, it can be clocked at a frequency of 200 MHz and consumes 33 mW. The rendering and the fill rate achieved are 2.4 million triangles/s and 460 million pixels/s for graphics scenes with typical average triangle area of 160 pixels.
DOI:10.1109/ACSSC.2004.1399186