高效栅格化使用有效的屏幕空间区域

Yeong-Kang Lai, Yu-Chieh Chung
{"title":"高效栅格化使用有效的屏幕空间区域","authors":"Yeong-Kang Lai, Yu-Chieh Chung","doi":"10.1109/ICCE.2013.6486830","DOIUrl":null,"url":null,"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.","PeriodicalId":6432,"journal":{"name":"2013 IEEE International Conference on Consumer Electronics (ICCE)","volume":"70 1","pages":"139-140"},"PeriodicalIF":0.0000,"publicationDate":"2013-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Cost-effective rasterization using valid screen space region\",\"authors\":\"Yeong-Kang Lai, Yu-Chieh Chung\",\"doi\":\"10.1109/ICCE.2013.6486830\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":6432,\"journal\":{\"name\":\"2013 IEEE International Conference on Consumer Electronics (ICCE)\",\"volume\":\"70 1\",\"pages\":\"139-140\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-03-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2013 IEEE International Conference on Consumer Electronics (ICCE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICCE.2013.6486830\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 IEEE International Conference on Consumer Electronics (ICCE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCE.2013.6486830","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

摘要

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。
Cost-effective rasterization using valid screen space region
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信