loading...
 This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
13th IEEE International Conference on Application-Specific Systems, Architectures and Processors (ASAP'02)
A Mid-Texturing Pixel Rasterization Pipeline Architecture for 3D Rendering Processors
San Jose, California
July 17-July 19
ISBN: 0-7695-1712-9
Woo-Chan Park, Yonsei University
Kil-Whan Lee, Yonsei University
Il-San Kim, Yonsei University
Tack-Don Han, Yonsei University
Sung-Bong Yang, Yonsei University
As a 3D scene becomes increasingly complex and the screen resolution increases, the design of effective memory architecture is one of the most important issues for 3D rendering processors. We propose a pixel rasterization architecture, which performs a depth test operation twice, before and after texture mapping. The proposed architecture eliminates memory bandwidth waste caused by fetching unnecessary obscured texture data, by performing the depth test before texture mapping. The proposed architecture reduces the miss penalties of the pixel cache by using a pre-fetch scheme — that is, a frame memory access, due to a cache miss at the first depth test, is done simultaneously with texture mapping. The proposed pixel rasterization architecture achieves memory bandwidth effectiveness and reduces power consumption, producing high-performance gains.
Citation:
Woo-Chan Park, Kil-Whan Lee, Il-San Kim, Tack-Don Han, Sung-Bong Yang, "A Mid-Texturing Pixel Rasterization Pipeline Architecture for 3D Rendering Processors," asap, pp.173, 13th IEEE International Conference on Application-Specific Systems, Architectures and Processors (ASAP'02), 2002
Usage of this product signifies your acceptance of the Terms of Use.