2009 International Conference on Computational Science and Engineering A Hierarchical Primitive Lists Structure for Tile-Based Rendering Vancouver, Canada August 29-August 31 ISBN: 978-0-7695-3823-5
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/CSE.2009.386
Tile-based rendering has been widely used inresource-limited graphic processing environments, e.g., forhand-held devices. Since large primitives may cover a significantnumber of tiles, they need to be recorded in the primitive lists ofall related tiles. We propose a hierarchical primitive listsstructure, which also copes with misaligned and non-squareprimitive problems, to minimize the primitive recording.Intended advantages include: reduced storage pressure, listbuilding time, primitive retrieval counts for subsequentrendering, primitive data accesses (from external memory)during rendering, and possibly enhanced data locality/resourceutilization if layer-based rendering is exploited. Based on thisstructure, we propose a primitive-hierarchy fitting (hardware)algorithm which, for a given primitive of any size and shape,determines a best way of storing it in the structure. Experimentalresults on Doom3 and Quake4 show 10% to 33% storagereduction with our full capability, compared with using squarehierarchies only.
Index Terms:
graphics hardware, graphic processing units, tile-based rendering
Citation:
Chih-Chieh Hsiao, Chung-Ping Chung, Hui-Chin Yang, "A Hierarchical Primitive Lists Structure for Tile-Based Rendering," cse, vol. 2, pp.408-413, 2009 International Conference on Computational Science and Engineering, 2009 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||