{"title":"结合z缓冲引擎实现更高速度的渲染","authors":"S. Molnar","doi":"10.2312/EGGH/EGGH88/171-182","DOIUrl":null,"url":null,"abstract":"Described is a hardware architecture for combining the outputs of a number of z-buffer rendering engines to achieve higher performance than is possible with a single renderer. It allows a combination of renderers to achieve the same price/ performance ratio as the individual renderers that compose it, and can be extended to create systems with arbitrarily high performance. \n \nThe described architecture is based on a fusion of scan-line rendering and the conventional z-buffer algorithm. The frame buffers of several z-buffer engines are modified to scan out z-values as well as color values. Multiplexing devices combine the z/color streams from each pair of frame-buffers. These z/color streams are then combined by further multiplexers, creating a binary tree that funnels the z/color information from the many conventional frame buffers into a single z/color stream. The color stream is then used to dnve a standard display device. \n \nThe proposed architecture allows rendering rates of millions and even tens of millions of polygons per second. The basic architecture can be extended with additional hardware to perform antialiasing and texture-mapping.","PeriodicalId":206166,"journal":{"name":"Advances in Computer Graphics Hardware","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"29","resultStr":"{\"title\":\"Combining Z-buffer Engines for Higher-Speed Rendering\",\"authors\":\"S. Molnar\",\"doi\":\"10.2312/EGGH/EGGH88/171-182\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Described is a hardware architecture for combining the outputs of a number of z-buffer rendering engines to achieve higher performance than is possible with a single renderer. It allows a combination of renderers to achieve the same price/ performance ratio as the individual renderers that compose it, and can be extended to create systems with arbitrarily high performance. \\n \\nThe described architecture is based on a fusion of scan-line rendering and the conventional z-buffer algorithm. The frame buffers of several z-buffer engines are modified to scan out z-values as well as color values. Multiplexing devices combine the z/color streams from each pair of frame-buffers. These z/color streams are then combined by further multiplexers, creating a binary tree that funnels the z/color information from the many conventional frame buffers into a single z/color stream. The color stream is then used to dnve a standard display device. \\n \\nThe proposed architecture allows rendering rates of millions and even tens of millions of polygons per second. The basic architecture can be extended with additional hardware to perform antialiasing and texture-mapping.\",\"PeriodicalId\":206166,\"journal\":{\"name\":\"Advances in Computer Graphics Hardware\",\"volume\":\"26 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"29\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Advances in Computer Graphics Hardware\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2312/EGGH/EGGH88/171-182\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Advances in Computer Graphics Hardware","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/EGGH/EGGH88/171-182","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Combining Z-buffer Engines for Higher-Speed Rendering
Described is a hardware architecture for combining the outputs of a number of z-buffer rendering engines to achieve higher performance than is possible with a single renderer. It allows a combination of renderers to achieve the same price/ performance ratio as the individual renderers that compose it, and can be extended to create systems with arbitrarily high performance.
The described architecture is based on a fusion of scan-line rendering and the conventional z-buffer algorithm. The frame buffers of several z-buffer engines are modified to scan out z-values as well as color values. Multiplexing devices combine the z/color streams from each pair of frame-buffers. These z/color streams are then combined by further multiplexers, creating a binary tree that funnels the z/color information from the many conventional frame buffers into a single z/color stream. The color stream is then used to dnve a standard display device.
The proposed architecture allows rendering rates of millions and even tens of millions of polygons per second. The basic architecture can be extended with additional hardware to perform antialiasing and texture-mapping.