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Cellular Architectures and Algorithms for Image Synthesis 图像合成的细胞结构和算法
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH87/239-249
M. Mériaux
The aim of this paper is to provide some refiexions and partial results about cellular architectures for image synthesis and graphics. As some steps of image synthesis involve a long processing time, quite incompatible with interactivity, a natural solution consists in parallel processing. Though a lot of work has been done about cellular hardware, only a little exists about cellular graphic algorithms and hardware.
本文的目的是提供一些关于图像合成和图形的细胞结构的修正和部分结果。由于图像合成的一些步骤涉及较长的处理时间,与交互性不相容,因此并行处理是一种自然的解决方案。虽然关于蜂窝硬件已经做了很多工作,但关于蜂窝图形算法和硬件的工作却很少。
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引用次数: 0
PROOF: An Architecture for Rendering in Object Space 证明:一个在对象空间中渲染的架构
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH88/121-140
Bengt-Olaf Schneider, U. Claussen
This paper gives a short introduction into the field of computer image generation in hardware. It discusses the two main approaches, namely partitioning in Image space and In object space. Based on the object space partitioning approach we have defined the PROOF architecture. PROOF is a system that aims at high performance and high quality rendering of raster images. High performance means that up to 30 pictures are generated in one second. The pictures are shaded and anti-aliased, giving the images a high degree of realism. The architecture comprises tnree stages which are responsible for hidden surface removal, shading, and filtering respectively. The first of these stages is a pipeline of object processors. Each of these processors stores and scan converts one object Furthermore, It interpolates the depth and the normal vector across the Object. Each object processor is able to handle objects of a certain primitive type. The specialization of an object processor to a certain primitive type is encapsulated in a Single block called primitive processor. The output of the object processor pipeline is the input to a stage for shading. The illumination model employed takes into account both diffuse and specular reflections. The paper reviews Gouraud and Phong shading with regard to their suitability for a hardware implementation. The final stage of the PROOF system is formed by a stage for filtering the colours of those objects that contribute to a pixel. This done by constructing a subpixel mask and filtering across an area of 2×2 pixels. At the end the paper briefly reports on the current state of the project.
本文简要介绍了硬件计算机图像生成领域。讨论了两种主要的分割方法,即图像空间和对象空间的分割。基于对象空间划分方法,我们定义了PROOF体系结构。PROOF是一个旨在高性能和高质量渲染光栅图像的系统。高性能意味着在一秒钟内生成多达30张图片。这些图片是阴影和抗混叠的,给图像一个高度的现实主义。该建筑包括三个阶段,分别负责隐藏表面的去除、遮阳和过滤。这些阶段中的第一个是对象处理器的管道。这些处理器中的每一个都存储和扫描转换一个对象,此外,它在对象上插入深度和法向量。每个对象处理器都能够处理某种基本类型的对象。对象处理器对某种原语类型的专门化被封装在称为原语处理器的单个块中。对象处理器管道的输出是着色阶段的输入。所采用的照明模型同时考虑了漫反射和镜面反射。本文回顾了Gouraud和Phong阴影对硬件实现的适用性。PROOF系统的最后一个阶段是由一个用于过滤那些有助于像素的物体的颜色的阶段形成的。这是通过构造一个亚像素遮罩并在2×2像素的区域进行过滤来完成的。论文最后简要介绍了项目的现状。
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引用次数: 22
Combining Z-buffer Engines for Higher-Speed Rendering 结合z缓冲引擎实现更高速度的渲染
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH88/171-182
S. Molnar
Described is a hardware architecture for combining the outputs of a number of z-buffer rendering engines to achieve higher performance than is possible with a single renderer. It allows a combination of renderers to achieve the same price/ performance ratio as the individual renderers that compose it, and can be extended to create systems with arbitrarily high performance. The described architecture is based on a fusion of scan-line rendering and the conventional z-buffer algorithm. The frame buffers of several z-buffer engines are modified to scan out z-values as well as color values. Multiplexing devices combine the z/color streams from each pair of frame-buffers. These z/color streams are then combined by further multiplexers, creating a binary tree that funnels the z/color information from the many conventional frame buffers into a single z/color stream. The color stream is then used to dnve a standard display device. The proposed architecture allows rendering rates of millions and even tens of millions of polygons per second. The basic architecture can be extended with additional hardware to perform antialiasing and texture-mapping.
描述了一个硬件架构,用于组合多个z-buffer渲染引擎的输出,以实现比单个渲染器更高的性能。它允许渲染器的组合实现与组成它的单个渲染器相同的性价比,并且可以扩展以创建具有任意高性能的系统。所描述的架构是基于扫描线绘制和传统的z-缓冲区算法的融合。修改了几个z-buffer引擎的帧缓冲区,以扫描出z值和颜色值。多路复用设备将来自每对帧缓冲区的z/色流组合在一起。这些z/颜色流然后由进一步的多路复用器组合,创建一个二叉树,将来自许多传统帧缓冲区的z/颜色信息汇集到单个z/颜色流中。颜色流然后被用来驱动一个标准的显示设备。提出的架构允许每秒数百万甚至数千万个多边形的渲染速率。基本架构可以用额外的硬件进行扩展,以执行抗锯齿和纹理映射。
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引用次数: 29
A VLSI Architecture for Image Composition 一种用于图像合成的VLSI架构
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH88/183-199
Christopher D. Shaw, Mark W. Green, J. Schaeffer
This paper describes a new parallel architecture for performing high-speed raster graphics. A central host broadcasts graphical objects to a number of identical graphics processors Each graphics processor produces a raster depicting Its graphical object on a transparent black background. and passes the raster to a leaf of a tree of VLSI processors called Compositors. Each Compositor combines a pair of rasters, performing anti-aliased hidden surface removal, and passes the composed raster to the next level of the tree, Appearing at the root of the tree is the final raster containing all objects at the correct depth with hidden surfaces removed. This paper gives an outline of the algorithm by Duff that the Compositor Will implement The algorithm proves to be too complex for our implementation technology, so a modification of Duff's algorithm is introduced. The high-level design of the dataflow part of the VLSI chip which implements this modified algorithm is then presented, followed by performance simulations and conclusions.
本文描述了一种用于高速光栅图形处理的新型并行体系结构。中央主机向许多相同的图形处理器广播图形对象,每个图形处理器在透明的黑色背景上产生描绘其图形对象的光栅。并将光栅传递给称为合成器的VLSI处理器树的叶子。每个合成器组合一对栅格,执行抗混叠隐藏表面去除,并将合成栅格传递到树的下一层,出现在树的根部是最终的栅格,包含在正确深度的所有对象,并删除隐藏表面。本文给出了Duff算法的概要,该算法对于我们的实现技术来说过于复杂,因此介绍了对Duff算法的一种修改。给出了实现该改进算法的VLSI芯片数据流部分的高级设计,并进行了性能仿真和总结。
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引用次数: 25
An Architecture for a High Performance Rendering Engine 一个高性能渲染引擎的架构
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH91/157-174
H. Ackermann, C. Hornung
We present an architecture for a high-performance programmable rendering engine. This chip or chip-set will be able to deliver one Gouraud-shaded, z-buffered, texturemodulated and alpha-blended pixel every clock cycle. Focus of the paper is the derivation of the architecture of the pixel processing block from the applied algorithms.
我们提出了一个高性能可编程渲染引擎的架构。该芯片或芯片组将能够在每个时钟周期提供一个gouraud阴影,z缓冲,纹理调制和alpha混合像素。本文的重点是从应用的算法中推导出像素处理块的体系结构。
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引用次数: 3
CSG Hidden Surface Algorithms for VLSI Hardware Systems VLSI硬件系统的CSG隐面算法
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH86/075-082
F. Jansen
Constructive Solid Geometry (CSG) is a solid modeling representation that defines objects as Boolean combinations of primitive solids. For the display of such objects, both the visibility problem and the problem of combining the primitive solids into one composite object have to be solved. Recently, several CSG hidden surface algorithms have been published that reduce these two problems to a combination of simple depth comparisons and logical operations at the pixel level that can be performed in VLSI hardware display systems. An overview of these algorithms is given. Furthermore, a CSG depth-buffer algorithm is presented that combines these algorithms.
构造实体几何(CSG)是一种实体建模表示,它将对象定义为原始实体的布尔组合。对于这些对象的显示,既要解决可见性问题,又要解决将原始实体组合成一个复合对象的问题。最近,一些CSG隐藏表面算法已经发表,将这两个问题减少到可以在VLSI硬件显示系统中执行的简单深度比较和像素级逻辑运算的组合。给出了这些算法的概述。在此基础上,提出了一种综合上述算法的CSG深度缓冲算法。
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引用次数: 12
A Vector-like Architecture for Raster Graphics 一个类似矢量的栅格图形架构
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH87/137-152
Varol Akman, P. Hagen, A. Kuijk
Raster graphics, while good at achieving realistic and cost-effective image generation, lacks useful (e.g. high-level) and fast (e.g. almost real-time) interaction facilities. One may try to speed up the entire classical image generation pipeline using much processing power but this would clearly lessen the advantages of raster workstations as popular, relatively inexpensive devices. This paper continues our work in restructuring the functional model (first formulated by Ingrid Carlbom) for high-performance architectures. Central to our approach is a visible concern about the underlying data structures used to represent the geometric objects. This originates from the conviction that only through careful design of appropriate graphics data structures and algorithms one can profitably map software tasks into hardware, specifically VLSI. Here we elaborate on a novel object description scheme called "pattern representation" and its envisioned usage. Our work is decidedly in contrast with several current research efforts in the area of graphics hardware where it is commonplace to simply put several processors into a cooperative effort to share the total burden, with each processor taking responsibility for part of the work.
栅格图形虽然擅长于实现真实和经济的图像生成,但缺乏有用的(例如高级的)和快速的(例如几乎实时的)交互设施。人们可能会尝试使用大量的处理能力来加速整个经典图像生成管道,但这显然会降低栅格工作站作为流行的、相对便宜的设备的优势。本文继续我们的工作,重构高性能架构的功能模型(首先由Ingrid Carlbom提出)。我们的方法的核心是对用于表示几何对象的底层数据结构的明显关注。这源于一种信念,即只有通过精心设计适当的图形数据结构和算法,才能将软件任务映射到硬件中,特别是VLSI。在这里,我们详细介绍了一种称为“模式表示”的新型对象描述方案及其设想的用法。我们的工作与当前图形硬件领域的一些研究工作形成鲜明对比,在图形硬件领域,通常只是简单地将几个处理器放入协作工作中以分担全部负担,每个处理器承担部分工作。
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引用次数: 6
An O(log N) Parallel Time Exact Hidden-Line Algorithm O(log N)并行时间精确隐线算法
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH87/065-073
F. Dévai
Parallel algorithms are given for the exact solution of the hidden-line problem. Most of the parallel algorithms proposed for visibility problems in the literature give approximate solutions. and thus cannot yield an upper bound on the complexity of the particular problem. The first algorithm proposed here is worth mentioning not only for its simplicity. but also from a practical point of view: a speed up of a factor P is achieved by using P processors. 1≤P≤N, where N is the number of edges used to describe a polygonal scene. Additionally. the problem of aliasing inherent with approximation methods is avoided. The significance of the second algorithm, which is based on the first one, is mainly on the theoretical level: it is used to establish the parallel complexity of the hidden-line problem. The sequential complexity of this problem has recently been proved to be Θ(N2), and now we can prove that in the parallel case the problem is in the complexity class NC, i.e., it can be solved in time polynomial in log N by using a number of processors polynomial in N, assuming any reasonable model of parallel computation. More particularly, an O (log N) parallel time solution is given which cannot be further improved even if arbitrarily many processors of a concurrent read, exclusive write parallel RAM model are available.
给出了精确求解隐线问题的并行算法。文献中针对可见性问题提出的并行算法大多给出近似解。因此不能给出特定问题复杂性的上限。这里提出的第一个算法值得一提,不仅因为它的简单性。而且从实用的角度来看:P倍的速度是通过使用P个处理器实现的。1≤P≤N,其中N为用于描述多边形场景的边数。此外。避免了近似方法固有的混叠问题。第二种算法是在第一种算法的基础上提出的,其意义主要体现在理论层面:建立隐线问题的并行复杂度。该问题的顺序复杂度最近被证明为Θ(N2),现在我们可以证明在并行情况下,该问题属于复杂度类NC,即在任何合理的并行计算模型下,可以使用N个多项式的多个处理器在log N的时间多项式内求解。更具体地说,给出了一个O (log N)并行时间的解决方案,即使有任意多个并发读、独占写并行RAM模型的处理器,也不能进一步改进。
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引用次数: 6
A Real-Time Raster Scan Display for 3-D Graphics 三维图形的实时光栅扫描显示
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH89/213-227
D. Jackel, H. Günther, B. Herwig, H. Rüsseler
This paper describes the architecture of a raster scan display for real-time visualisation of shaded polygons. A performance of 15-106 Phong shaded pixels per second is a primary goal of a pipelined rendering processor. The performance of the geometry processor, which is responsible for the geometrical transformations, the 3-d clipping and the perspective projection, will exceed 100,000 triangle shaped polygons. Following a survey of the entire 3-d real-time system, we will describe architectural details of the rendering processor. Finally, the main features enabled by the architecture are highlighted.
本文描述了一种用于阴影多边形实时可视化的光栅扫描显示器的结构。每秒15-106 Phong阴影像素的性能是流水线渲染处理器的主要目标。负责几何变换、三维裁剪和透视投影的几何处理器的性能将超过10万个三角形多边形。在对整个3-d实时系统进行调查之后,我们将描述渲染处理器的架构细节。最后,突出显示了该体系结构支持的主要特性。
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引用次数: 1
Testing Geometric Primitive Shaders 测试几何原始着色器
Pub Date : 1900-01-01 DOI: 10.2312/EGGH/EGGH91/141-156
Graham J. Dunnett, M. White, P. Lister, R. L. Grimsdale
We present a design and test strategy for Geometric Primitive Shadersintegrated circuits which perform rasterisation of primitives such as vectors and triangles. The design strategy proceeds through various levels of detail, and we describe the need for testing as the design advances. A suitable set of test are given for a typical shader. Our experiences in applying the strategy to a real device are discussed, together with the tests which we devised, and practical compromises which we had to make.
我们提出了一种几何原语着色器集成电路的设计和测试策略,该电路可以对原语(如矢量和三角形)进行光栅化。设计策略通过不同层次的细节进行,并且随着设计的推进,我们描述了测试的需求。为一个典型的着色器提供了一组合适的测试。我们讨论了将该策略应用于实际设备的经验,以及我们设计的测试和我们必须做出的实际妥协。
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引用次数: 1
期刊
Advances in Computer Graphics Hardware
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