A mid-texturing pixel rasterization pipeline architecture for 3D rendering processors

W. Park, Kilwhan Lee, Il-San Kim, T. Han, Sung-Bong Yang
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引用次数: 5

Abstract

As a 3D scene becomes increasingly complex and the screen resolution increases, the design of effective memory architecture is one of the most important issues for 3D rendering processors. We propose a pixel rasterization architecture, which performs a depth test operation twice, before and after texture mapping. The proposed architecture eliminates memory bandwidth waste caused by fetching unnecessary obscured texture data, by performing the depth test before texture mapping. The proposed architecture reduces the miss penalties of the pixel cache by using a pre-fetch scheme - that is, a frame memory access, due to a cache miss at the first depth test, is done simultaneously with texture mapping. The proposed pixel rasterization architecture achieves memory bandwidth effectiveness and reduces power consumption, producing high-performance gains.
一种用于3D渲染处理器的中纹理像素光栅化管道架构
随着3D场景的日益复杂和屏幕分辨率的提高,有效的内存架构设计是3D渲染处理器的重要问题之一。我们提出了一种像素栅格化架构,该架构在纹理映射之前和之后执行两次深度测试操作。该架构通过在纹理映射前进行深度测试,消除了由于获取不必要的模糊纹理数据而造成的内存带宽浪费。所提出的架构通过使用预取方案减少了像素缓存的缺失惩罚-即,由于在第一次深度测试中缓存缺失而进行的帧内存访问与纹理映射同时进行。提出的像素光栅化架构实现了内存带宽效率和降低功耗,产生高性能增益。
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