Fast tile-binning method by detecting 1D-overlapped primitives

Sangoak Woo, Jeongae Park, S. Jung, Shihwa Lee
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引用次数: 1

Abstract

Mobile 3D graphics use tile-based rendering algorithm in order to lower power consumption. For rendering tile by tile in the tile-based rendering, tile-binning process is inevitable and has to store the results of geometry processing into scene buffer, which causes memory access severely. Several methods were proposed to reduce memory bandwidth for tile-binning process. However, these memory-bandwidth reduction methods require more computations. Hsieh et al. attempted to eliminate edges in order to decrease the number of overlap test. Their method could only eliminate 0.02% of edges because the edges parallel to the axes can be eliminated. In this study, we propose a simple method to reduce the number of the overlap test by detecting 1D-tile overlapped primitives, which are overlapped with only one-dimensional tiles while keeping low memory bandwidth.
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检测一维重叠原语的快速拼装方法
移动3D图形采用基于tile的渲染算法,以降低功耗。在基于tile的渲染中,逐tile渲染不可避免地需要进行tile-binning过程,并且需要将几何体处理的结果存储到场景缓冲区中,这导致了严重的内存访问问题。提出了几种减少磁片分组过程内存带宽的方法。然而,这些减少内存带宽的方法需要更多的计算。Hsieh等人试图消除边缘以减少重叠测试的次数。他们的方法只能消除0.02%的边缘,因为平行于轴线的边缘可以被消除。在本研究中,我们提出了一种简单的方法,通过检测一维瓷砖重叠原语来减少重叠测试的次数,这些原语只与一维瓷砖重叠,同时保持较低的内存带宽。
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