Reconfigurable Depth Buffer Compression Design for 3D Graphics System

Tzung-Rung Jung, Lan-Da Van, W. Fang, Teng-Yao Sheu
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引用次数: 1

Abstract

Depth buffer bandwidth reduction is one of the most important issues in bandwidth-limited 3D computer graphics system. In this paper, we propose a reconfigurable algorithm for depth buffer compression. For 8times8 tile size and 16-bit depth values, the proposed algorithm can achieve 1.91:1 compression ratio on average and improve 76.9% and 39.4% compared with HA in Hasselgren, J, (2006) and DDPCM in DeRoo, J. (2002), respectively. Furthermore, the devised algorithm supports one-plane and two-plane compression modes and manipulates break points more efficiently.
三维图形系统的可重构深度缓冲压缩设计
在带宽有限的三维计算机图形系统中,深度缓冲带宽缩减是一个重要的问题。本文提出了一种深度缓冲区压缩的可重构算法。对于8次8块大小和16位深度值,本文算法平均可以达到1.91:1的压缩比,比Hasselgren, J,(2006)中的HA和DeRoo, J.(2002)中的DDPCM分别提高76.9%和39.4%。此外,所设计的算法支持单平面和双平面压缩模式,并且更有效地处理断点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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