Issue No. 11 - November (2003 vol. 52)
Sung-Bong Yang , IEEE
Il-San Kim , IEEE
Woo-Chan Park , IEEE
Tack-Don Han , IEEE
<p><b>Abstract</b>—As a 3D scene becomes increasingly complex and the screen resolution increases, the design of an effective memory architecture is one of the most important issues for 3D rendering processors. We propose a pixel rasterization architecture that performs the depth test twice, before and after texture mapping. The proposed architecture eliminates memory bandwidth waste due to fetching unnecessary obscured texture data by performing the depth test before texture mapping. It also reduces the miss penalties of the pixel cache by using a prefetch scheme—that is, a frame memory access, due to a cache miss at the first depth test, is done simultaneously with texture mapping. We have built a trace-driven simulator for the proposed architecture. To validate the proposed architecture, the results of various simulations are provided. The proposed pixel rasterization architecture achieves memory bandwidth effectiveness and reduces power consumption while producing high-performance gains.</p>
3D graphics, graphics hardware, rendering hardware, pixel cache.
Sung-Bong Yang, Kil-Whan Lee, Il-San Kim, Woo-Chan Park, Tack-Don Han, "An Effective Pixel Rasterization Pipeline Architecture for 3D Rendering Processors", IEEE Transactions on Computers, vol. 52, no. , pp. 1501-1508, November 2003, doi:10.1109/TC.2003.1244948