Cost-effective rasterization using valid screen space region

Yeong-Kang Lai, Yu-Chieh Chung
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引用次数: 2

Abstract

Due to the progress of consumer electronics, 3D-Graphics system has become mobilizing and attractive. In order to render 3D graphic in efficiency, the rasterization techniques are developed. Traditional clipping techniques using the six-planes of view volume to split outside part of primitive are complicated and not cost-effective. For 3D graphics gaming application with high resolution in mobile device, the cost-effective hardware is crucial and necessary. This paper proposes a novel cost-effective strategy for primitives clipping in rasterization. In the entire process, no expensive clipping action is involved and no extra clipping-derived polygons are produced. The proposed architecture which processes the valid screen space region of each primitive in 8 cycles and the gate-count is 20k only, using the TSMC 65nm 1P9M process and the throughput reach 25 M Triangles/Sec.
高效栅格化使用有效的屏幕空间区域
由于消费电子技术的进步,3d图形系统变得具有动员性和吸引力。为了提高三维图形的渲染效率,光栅化技术得到了发展。传统的裁剪技术采用六面视体分割原语的外部部分,既复杂又不经济。对于移动设备上的高分辨率3D图形游戏应用,高性价比的硬件是至关重要的。本文提出了一种新的高性价比的光栅化原语裁剪策略。在整个过程中,不涉及昂贵的裁剪动作,也不产生额外的裁剪衍生多边形。该架构采用台积电65nm 1P9M工艺,在8个周期内处理每个基元的有效屏幕空间区域,门数仅为20k,吞吐量达到25 M三角形/秒。
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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