Hardware for Superior Texture Performance

Q4 Computer Science Computer Graphics World Pub Date : 1995-08-28 DOI:10.2312/EGGH/EGGH95/033-040
G. Knittel, A. Schilling, A. Kugler, W. Straßer
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引用次数: 64

Abstract

Abstract Mapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. Unfortunately, this imposes high computational demands and, even worse, tremendous memory bandwidth requirements on the graphics system. Tight cost frames in the industry in conjunction with ever increasing user expectations make the design of a powerful texture mapping unit a difficult task. To meet these requirements we follow two different approaches. On the technology side, we observe a rapidly emerging technology which offers the combination of enormous transfer rates and computing power: logic-embedded memories. On the algorithmic side, a common way to reduce data traffic is image compression. Its application to texture mapping, however, is difficult since the decompression must be done at pixel frequency. In this work we will focus on the latter approach, describing the use of a specific compression scheme for texture mapping. It allows the use of a very simple and fast decompression hardware, bringing high performance texture mapping to low-cost systems.
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硬件优越的纹理性能
将纹理映射到计算机生成的物体表面是一种大大提高其外观真实感的技术。不幸的是,这对图形系统施加了很高的计算需求,更糟糕的是,对内存带宽的需求非常大。紧凑的成本框架在行业中与不断增加的用户期望相结合,使强大的纹理映射单元的设计成为一项艰巨的任务。为了满足这些需求,我们采用了两种不同的方法。在技术方面,我们观察到一种快速兴起的技术,它提供了巨大的传输速率和计算能力的结合:逻辑嵌入式存储器。在算法方面,减少数据流量的常用方法是图像压缩。然而,由于解压必须以像素频率进行,因此将其应用于纹理映射是困难的。在这项工作中,我们将关注后一种方法,描述纹理映射的特定压缩方案的使用。它允许使用非常简单和快速的解压缩硬件,为低成本系统带来高性能的纹理映射。
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来源期刊
Computer Graphics World
Computer Graphics World 工程技术-计算机:软件工程
CiteScore
0.03
自引率
0.00%
发文量
0
审稿时长
>12 weeks
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