Co-design Architecture and Implementation for Point-Based Rendering on FPGAs

Mateusz Majer, S. Wildermann, Josef Angermeier, S. Hanke, J. Teich
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引用次数: 6

Abstract

Current graphic cards include advanced graphic processing units to accelerate the rendering of 3D objects with millions of polygons. As object models grow in complexity, the rendering approach based on points as primitives is regarded superior in terms of scalability and efficiency. Next generation graphic cards could contain reconfigurable fabrics, similar to those implemented in current FPGAs, to offer two advantages: a) fast rendering units and b) new mechanisms for custom, run-time exchangeable accelerators. In this paper, we propose a hardware point-rendering architecture tailored specifically for reconfigurable systems. The presented implementation on a real FPGA-based platform demonstrates on the one hand the effectiveness of the approach and on the other hand it provides valuable insights into possible future improvements for this problem scenario.
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fpga上基于点绘制的协同设计架构与实现
当前的图形卡包括先进的图形处理单元,以加速具有数百万个多边形的3D对象的渲染。随着对象模型复杂性的增加,以点为原语的渲染方法在可扩展性和效率方面被认为是优越的。下一代图形卡可能包含可重构结构,类似于当前fpga中实现的结构,以提供两个优势:a)快速渲染单元和b)定制的新机制,运行时可交换加速器。在本文中,我们提出了一种专为可重构系统量身定制的硬件点绘制体系结构。在一个真实的基于fpga的平台上的实现一方面证明了该方法的有效性,另一方面它为该问题场景的未来可能的改进提供了有价值的见解。
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