一种高效的三维光栅化模块软硬件协同设计方法

Yun-Nan Chang
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引用次数: 1

摘要

栅格化是可编程三维图形绘制流程中最复杂的固定功能,本文提出了栅格化的软硬件协同设计方法。我们的方法首先开发一个由现有可编程着色器核心执行的软件代码来实现光栅化模块的设置功能。接下来,开发了一个特殊的扫描转换加速单元,与着色器核心合作,共同插值所需的数据属性。我们在定点域中实现扫描转换功能,这样它只花费8.5k门,约占整个图形处理器单元(GPU)门数的1.7%,但与纯软件实现相比,可以帮助减少30%以上的周期。由于我们的设计是在着色器内核中实现栅格化的,因此可以避免一些采用硬件栅格化设计的GPU设计在不同存储单元之间传输插值数据所花费的周期。所提出的栅格化设计非常适合低成本的嵌入式图形应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An efficient hardware-software codesign of 3D rasterization module
This paper proposes a hardware-software codesign of rasterization, which is the most complex fixed function of the programmable three-dimensional (3D) graphics rendering flow. Our approach first develops a software code executed by the existed programmable shader core to implement the setup function of rasterization module. Next, a special scan-conversion acceleration unit is developed to cooperate with the shader core to interpolate the required data attributes together. We implement the scan-conversion function in fixed-point domain such that it only costs 8.5k gates, about 1.7% of the entire graphics processor unit (GPU) gate count, but can help reducing more than 30% cycles compared with the pure software implementation. Since our design realizes the rasterization in the shader core, it can avoid the cycles spent on transferring the interpolated data between different storage units in some GPU designs which adopt hardware rasterization designs. The proposed rasterization design is very suitable for low-cost embedded graphics applications.
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