i.m.o.g.e.n.e.——实时动画问题的解决方案

C. Chaillou, M. Mériaux, S. Karpf
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引用次数: 3

摘要

当前的图形处理器在显示阴影3D对象时非常慢。为了通过使用大规模并行性和VLSI组件来定义更快的显示处理器,正在进行大量工作。我们的建议与实时显示图像的补充目标一致,即每秒25或30次。我们选择设计一个没有任何工作内存的图形模块,因此没有帧缓冲区。使用对象上的大量并行性,因此使用像素管道线。每个对象处理器处理一个3D对象;所有处理器以同步方式工作,以像素率同时处理相同的像素。这些处理器由非常简单的初级处理器(2个加法器,2个寄存器和6个内存字)构建而成,计算线性或二次表达式V(x,y),其中(x,y)是像素的坐标。由基本运算符(min, max, or, and,…)组成的流水线树。收集对象处理器给出的结果并进行对象间操作,至少消除隐藏部分。当然,在显示相当简单的场景时,这种选择涉及到很高的硬件复杂性。然而,我们认为这是构建允许实时交互动画(例如,驾驶模拟器的图形单元)的图形处理器所付出的代价。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
I.M.O.G.E.N.E.-A Solution to the Real Time Animation Problem
Current graphics processors are very slow for displaying shaded 3D objects. A lot of work is being done in order to define faster display processors by using massive parallelism and VLSI components. Our proposal goes along this line with the supplementary aim of displaying images in real time, i.e., 25 or 30 times per second. We choose to design a graphics module without any working memory and thus without frame buffer. A massive parallelism over objects, and thus a pixel pipe-line, are used. Each Object Processor handles one 3D object; all the processors work in a synchronous way, processing the same pixel simultaneously at pixel rate. These processors are built from very simple Elementary Processors (2 adders, 2 registers and 6 memory words) computing linear or quadratic expressions V(x,y), where (x,y) are the coordinates of a pixel. A pipelined tree made of basic operators (min, max, or, and, ... ) gathers the results given by the Object Processors and makes inter-objects operations, at least hidden part elimination. Such a choice of course involves a high hardware complexity when displaying rather simple scenes. However, we feel that it is the price to pay for building graphics processors allowing real-time interactive animation (e.g., the graphics unit of a driving simulator).
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