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An improved z-buffer CSG rendering algorithm 改进的z-buffer CSG渲染算法
Pub Date : 1998-08-01 DOI: 10.1145/285305.285308
Nigel Stewart, G. Leach, S. John
We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O( ), (where is the number of primitives), an O( ) (where is depth complexity) algorithm may be substituted. For cases where is less than this translates into a significant performance gain. CR Categories: I.3.5 [Computing Methodologies]: Computer Graphics—Constructive solid geometry (CSG) I.3.3 [Computing Methodologies]: Computer Graphics—Display Algorithms I.3.1 [Computing Methodologies]: Computer Graphics—Hardware Architecture
我们提出了一种改进的基于z缓冲区的CSG渲染算法,该算法基于先前使用基于z缓冲区奇偶校验的表面裁剪技术。我们表明,虽然这种类型的算法已经被报道为需要O(),(其中是原语的数量),但O()(其中是深度复杂度)算法可以被替代。对于小于此值的情况,可以转换为显著的性能增益。CR分类:I.3.5[计算方法]:计算机图形学-构造立体几何(CSG) I.3.3[计算方法]:计算机图形学-显示算法I.3.1[计算方法]:计算机图形学-硬件体系结构
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引用次数: 46
Unsolved problems and opportunities for high-quality, high-performance 3D graphics on a PC platform 在PC平台上实现高质量、高性能3D图形的未解决问题和机会
Pub Date : 1998-08-01 DOI: 10.1145/285305.285306
David B. Kirk
In the late 1990’s, graphics hardware is experiencing a dramatic board-to-chip integration reminiscent to the minicomputer-to-microprocessor revolution of the 1980’s. Today, mass-market PCs are beginning to match the 3D polygon and pixel rendering of a 1992 Silicon Graphics Reality EngineTM system. The extreme pace of technology evolution in the PC market is such that within 1 or 2 years the performance of a mainstream PC will be very close to the highest performance 3D workstations. At that time, the quality and performance demands will dictate serious changes in PC architecture as well as changes in rendering pipeline and algorithms. This paper will discuss several potential areas of change. A GENERAL PROBLEM STATEMENT The biggest focus of 3D graphics applications on the PC is interactive entertainment, or games. This workload is extremely dynamic, with continuous updating of geometry, textures, animation, lighting, and shading. Although in other applications such as Computer-AidedDesign (CAD), models may be static and retained mode or display list APIs may be used, it is common in games that geometry and textures change regularly. A good operating assumption is that everything changes every frame. The assumption of pervasive change puts a large burden on both the bandwidth and calculation capabilities of the graphics pipeline. GEOMETRY AND PIXEL THROUGHPUT As a baseline, we’ll start with some data and cycle counting of a reasonable workload for an interactive application. PC graphics hardware is capable of this throughput. As an example, this is a bandwidth analysis of a 400 MHz Intel Pentium IITM PC with an Nvidia RNA TNTTM graphics processor. This analysis does not derive from a specific application, but is simply a counting exercise. Many applications push one or more of these limits, but few programs stress all axes. For a typical application to achieve 1M triangles/second, 1 OOM 32bit pixels/second, 2 textures/pixel requires: 1 M triangles * 3 vertices/triangle * 32 bytes/vertex = 100 MB; triangle data crosses the bus 3-5 times (read, transform and written by the CPU, and read by the graphics processor, so simply copying triangle data requires 300-500 MB/second on the PC buses. 1OOM pixels * 8 bytes/pixel (32bit RGBA, 32bit Z/stencil) = 800 MB; with 50% overhead for RMW requires 1.2 GB/second 2 textures/pixel * 4 texelsltexture * 2 bytee a texture cache can create up to 4X reuse efficiency, so requires 400 MB/second Assumptions here include: 32-byte vertices are Direct3DTM TLVertices (X,Y,Z,R,G,B,A,F,SR,SG,SB,W) triangle setup is done on the graphics processor bilinear texture filtering 16bit texels are RSG6B5 50% of pixels written after Zbuffer read/compare Transferring triangle vertex data to the graphics processor from the CPU is commonly the bottleneck. This is different from typical workstations or the PCs of just 1 year ago, when transform and lighting calculation, fill rate, or texture rate were limiting factors. GEOMETRY REPRESENT
在20世纪90年代末,图形硬件正在经历一个戏剧性的板到芯片的集成,让人想起20世纪80年代的微型计算机到微处理器的革命。今天,大众市场的个人电脑开始匹配1992年Silicon Graphics Reality engine系统的3D多边形和像素渲染。PC市场技术发展的极端速度是这样的,在1到2年内,主流PC的性能将非常接近最高性能的3D工作站。届时,质量和性能需求将导致PC架构的重大变化,以及渲染管道和算法的变化。本文将讨论几个潜在的变化领域。PC上的3D图像应用程序的最大焦点是互动娱乐或游戏。这个工作量是非常动态的,不断更新几何,纹理,动画,照明和阴影。尽管在计算机辅助设计(CAD)等其他应用程序中,模型可能是静态的,并可能使用保留模式或显示列表api,但在游戏中,几何和纹理经常发生变化是很常见的。一个好的操作假设是每一帧所有的东西都会改变。普遍变化的假设给图形管道的带宽和计算能力带来了很大的负担。几何和像素吞吐量作为基线,我们将从交互式应用程序的合理工作负载的一些数据和周期计数开始。PC图形硬件能够实现这种吞吐量。作为一个例子,这是一个带宽分析400mhz英特尔奔腾IITM PC与Nvidia RNA TNTTM图形处理器。这种分析不是来自于特定的应用程序,而仅仅是一种计数练习。许多应用程序都突破了这些限制中的一个或多个,但很少有程序强调所有的轴。对于一个典型的应用程序,要实现1M三角形/秒,1 OOM 32bit像素/秒,2个纹理/像素需要:1M三角形* 3个顶点/三角形* 32字节/顶点= 100 MB;三角形数据要在总线上穿越3-5次(CPU读取、转换和写入,图形处理器读取),因此在PC总线上简单地复制三角形数据需要300- 500mb /秒。1OOM像素* 8字节/像素(32位RGBA, 32位Z/模板)= 800 MB;50%的RMW开销需要1.2 GB/秒2个纹理/像素* 4个texelsltexture * 2字节一个纹理缓存可以创造高达4倍的重用效率,所以需要400 MB/秒32字节的顶点是Direct3DTM的tl顶点(X,Y,Z,R,G,B,A,F,SR,SG,SB,W)三角形的设置是在图形处理器上完成的,双线性纹理过滤16位的顶点是RSG6B5,在Zbuffer读取/比较后写入50%的像素,将三角形顶点数据从CPU传输到图形处理器通常是瓶颈。这与一年前的典型工作站或pc不同,当时变换和照明计算、填充率或纹理率是限制因素。随着像素着色、纹理和填充率的提高,系统中最受约束的瓶颈将日益成为几何信息的创建和传输。在一个激进的3D应用程序中,表示三角形所需的数据包含了大量的系统总线流量。作为
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引用次数: 23
High-quality volume rendering using texture mapping hardware 使用纹理映射硬件的高质量体渲染
Pub Date : 1998-08-01 DOI: 10.1145/285305.285315
F. Dachille, K. Kreeger, Baoquan Chen, I. Bitter, A. Kaufman
Wt present a method Jor volume rendering of regular grids cclhic~h takes advantage of
本文提出了一种利用
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引用次数: 90
Texture tile visibility determination for dynamic texture loading 动态纹理加载的纹理瓷砖可视性测定
Pub Date : 1998-08-01 DOI: 10.1145/285305.285312
Michael E. Goss, Kei Yuasa
Three-dimensional scenes have become an important form of content deliverable through the Internet. Standard formats such as Virtual Reality Modeling Language (VRML) make it possible to dynamically download complex scenes from a server directly to a web browser. However, limited bandwidth between servers and clients presents an obstacle to the availability of more complex scenes, since geometry and texture maps for a reasonably complex scene may take many minutes to transfer over a typical telephone modem link. This paper addresses one part of the bandwidth bottleneck, texture transmission. Current display methods transmit an entire texture to the client before it can be used for rendering. We present an alternative method which subdivides each texture into tiles, and dynamically determines on the client which tiles are visible to the user. Texture tiles are requested by the client in an order determined by the number of screen pixels affected by the texture tile, so that texture tiles which affect the greatest number of screen pixels are transmitted first. The client can render images during texture loading using tiles which have already been loaded. The tile visibility calculations take full account of occlusion and multiple texture image resolution levels, and are dynamically recalculated each time a new frame is rendered. We show how a few additions to the standard graphics hardware pipeline can add this capability without radical architecture changes, and with only moderate hardware cost. The addition of this capability makes it practical to use large textures even over relatively slow network connections.
三维场景已经成为通过互联网传递内容的一种重要形式。诸如虚拟现实建模语言(VRML)之类的标准格式使从服务器直接动态下载复杂场景到web浏览器成为可能。然而,服务器和客户端之间有限的带宽对更复杂场景的可用性提出了一个障碍,因为一个相当复杂的场景的几何和纹理映射可能需要许多分钟才能通过典型的电话调制解调器链路传输。本文解决了带宽瓶颈的一部分,纹理传输。当前的显示方法在渲染之前将整个纹理传输给客户端。我们提出了一种替代方法,该方法将每个纹理细分为瓷砖,并在客户端动态确定哪些瓷砖对用户可见。客户端以受纹理贴图影响的屏幕像素数所决定的顺序请求纹理贴图,从而首先传输影响屏幕像素数最多的纹理贴图。客户端可以在纹理加载期间使用已经加载的贴图渲染图像。贴图可见性计算充分考虑了遮挡和多个纹理图像分辨率水平,并且在每次渲染新帧时动态重新计算。我们将展示对标准图形硬件管道的一些添加如何在不彻底更改架构的情况下添加此功能,并且只需要适度的硬件成本。这个功能的添加使得即使在相对较慢的网络连接上也可以使用大的纹理。
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引用次数: 10
Vizard II, a PCI-card for real-time volume rendering Vizard II,一个用于实时体绘制的pci卡
Pub Date : 1998-08-01 DOI: 10.1145/285305.285313
M. Meissner, Urs Kanus, W. Straßer
In this paper we present a second generation VIZARD system being capable of rendering 256 3 datasets at interactive frame-rates providing high image quality. In contrast to the previous VIZARD system, we use dedicated memory to store the dataset on the PCI card. Lossy and redundant compression of the dataset has been eliminated. Interactive c hange of shading and classiication parameters is enabled by m o v-ing shading and classiication from pre-processing into the pipeline. Memory bandwidth requirements are reduced by using a table of pre-calculated gradients. Thus, the gradient at sample location requires an eight neighborhood of voxels instead of a 32 neighborhood. We describe the generation of the discrete gradients and the impact on image quality. Furthermore, we present a parameterization of the ray in order to remove work-load from the pipeline. Finally, w e propose a PCI card serving as a platform for our second generation VIZARD. The proposed PCI card uses programmable devices to enable the implementation of other hardware accelerators as well.
在本文中,我们提出了第二代VIZARD系统,能够以交互帧率呈现256 3个数据集,提供高图像质量。与以前的VIZARD系统相比,我们使用专用内存将数据集存储在PCI卡上。消除了数据集的有损压缩和冗余压缩。通过将着色和分类从预处理转移到流水线中,可以实现着色和分类参数的交互更改。通过使用预先计算的梯度表可以减少内存带宽需求。因此,样本位置的梯度需要8个体素邻域而不是32个邻域。我们描述了离散梯度的产生和对图像质量的影响。此外,我们提出了射线的参数化,以消除流水线上的工作量。最后,我们提出了一个PCI卡作为我们第二代VIZARD的平台。所提出的PCI卡使用可编程设备来实现其他硬件加速器。
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引用次数: 77
Gouraud bump mapping Gouraud凹凸映射
Pub Date : 1998-08-01 DOI: 10.1145/285305.285311
I. Ernst, H. Rüsseler, H. Schulz, O. Wittig
In this paper a new low cost bump mapping hardware is prcsented. The new hardware approach does not rely on per pixel lighting, but instead uses Gouraud interpolated triangles. The bump mapping effect is applied by blending the calculated per pixel bump map color onto the fragment’s color. This allows realtime animated distant light-sources to react on the specified bump map. The paper further investigates a number of different variants of recently proposed bump engines. These variants range from lowend PC solution to highest quality high-end solutions. CR
本文提出了一种新的低成本凹凸映射硬件。新的硬件方法不依赖于每像素照明,而是使用Gouraud插值三角形。凹凸贴图效果是通过将计算出的每像素凹凸贴图颜色混合到碎片的颜色上来实现的。这允许实时动画远光源在指定的凹凸贴图上做出反应。本文进一步研究了最近提出的碰撞引擎的一些不同变体。这些变体范围从低端PC解决方案到最高质量的高端解决方案。CR
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引用次数: 23
Prefetching in a texture cache architecture 在纹理缓存架构中预取
Pub Date : 1998-08-01 DOI: 10.1145/285305.285321
Homan Igehy, Matthew Eldridge, Kekoa Proudfoot
Texture mapping has become so ubiquitous in real-time graphics hardware that many systems are able to perform filtered texturing without any penalty in fill rate. The computation rates available in hardware have been outpacing the memory access rates, and texture systems are becoming constrained by memory bandwidth and latency. Caching in conjunction with prefetching can be used to alleviate this problem. In this paper, WC introduce a prefetching texture cache architecture designed to take advantage of the access characteristics of texture mapping. The structures needed are relatively simple and arc amenable to high clock rates. To quantify the robustness of our architecture, we identify a set of six scenes whose texture locality varies over nearly two orders of magnitude and a set 01 four memory systems with varying bandwidths and latencies. Through the use of a cycle-accurate simulation, we demonstrate that even in the presence of a high-latency memory system, our architecture can attain at least 97% of the performance of a zerolatency memory system. CR
纹理映射在实时图形硬件中变得如此普遍,以至于许多系统能够在没有任何填充率损失的情况下执行过滤纹理。硬件中可用的计算速率已经超过了内存访问速率,纹理系统受到内存带宽和延迟的限制。将缓存与预取结合使用可以缓解这个问题。本文介绍了一种利用纹理映射的访问特性设计的预取纹理缓存架构。所需的结构相对简单,可以适应高时钟速率。为了量化我们架构的稳健性,我们确定了一组六个场景,其纹理局域性变化近两个数量级,以及一组01个具有不同带宽和延迟的存储系统。通过使用周期精确的模拟,我们证明了即使在高延迟内存系统存在的情况下,我们的架构也可以达到至少97%的零延迟内存系统的性能。CR
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引用次数: 125
PAVLOV: a programmable architecture for volume processing 用于批量处理的可编程架构
Pub Date : 1998-08-01 DOI: 10.1145/285305.285314
K. Kreeger, A. Kaufman
We present a purullel 2D mesh connected architecture with SIML) processing elements. The design allows for real-time volume rendering as well as interactive 30 segmentation and .1D feature extraction. Thas zs possible because the SIMD processing elements are programmable, a feature which also ullows the use of many different rendering algorithms. We present an algorithm which, with the addition of hardware re,sources, provides conflict free access to volume slices along any of the three major axes. The volume access conflict bus been the main reason why previous similar architectures could not perform real-time volume rendering. We present the performance of preliminary algorithms on a software simulator of the architecture design. CR Categories: C.1.2 [Processor Architectures]: Mult,iple Data Stream .4rchitectures (Multiprocessors)-Singleirlst,rllc:tion-streanl, multiple-data-stream processors (SIMD) ; 1.3.1 [Computer Graphics]: Hardware ArchitectureGraphics processors, Parallel processing; 1.4.6 [Image Proc.rssillg And Computer Vision]: Segmentation;
提出了一种带有SIML处理单元的二维网格连接结构。该设计允许实时体绘制以及交互式分割和. 1d特征提取。这是可能的,因为SIMD处理元素是可编程的,这一特性也允许使用许多不同的呈现算法。我们提出了一种算法,该算法在增加硬件资源的情况下,可以沿着三个主要轴中的任何一个轴提供对卷切片的无冲突访问。卷访问冲突总线是以往类似体系结构无法实现实时卷渲染的主要原因。我们在架构设计的软件模拟器上给出了初步算法的性能。CR分类:C.1.2[处理器体系结构]:多数据流。4体系结构(多处理器)-单数据流,多数据流处理器(SIMD);1.3.1【计算机图形学】:硬件架构图形处理器,并行处理;1.4.6[图像预处理与计算机视觉]:分割;
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引用次数: 13
Extending graphics hardware for occlusion queries in OpenGL 扩展OpenGL中遮挡查询的图形硬件
Pub Date : 1998-08-01 DOI: 10.1145/285305.285317
D. Bartz, M. Meissner, Tobias Hüttner
For interactive rendering of large polygonal objects, fast visibility queries are necessary to quickly decide whether polygonal objects are visible and need to be rendered. None of the numerous published algorithms provide visibility performance for interactive rendering of large models. In this paper, we propose an OpenGL extension for fast occlusion queries. Added after the depth test stage of the OpenGL rendering pipeline, our algorithm provides fast queries to establish the occlusion of polygonal objects. Furthermore, hardware aspects of this proposal are discussed and possible implementations on two different graphics architectures are presented.
对于大型多边形对象的交互式呈现,需要快速的可见性查询来快速判断多边形对象是否可见以及是否需要呈现。许多已发表的算法都没有为大型模型的交互式呈现提供可见性性能。在本文中,我们提出了一个快速遮挡查询的OpenGL扩展。在OpenGL渲染管道的深度测试阶段之后添加,我们的算法提供快速查询来建立多边形物体的遮挡。此外,还讨论了该提议的硬件方面,并提出了在两种不同图形架构上的可能实现。
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引用次数: 62
View-independent environment maps 独立于视图的环境映射
Pub Date : 1998-08-01 DOI: 10.1145/285305.285310
W. Heidrich, H. Seidel
Environment maps are widely used for approximating reflections in hardware-accelerated rendering applications. Unfortunately, the parameterizations for environment maps used in today’s graphics hardware severely undersample certain directions, and can thus not be used from multiple viewing directions. Other parameterizations exist, but require operations that would be too expensive for hardware implementations. In this paper we introduce an inexpensive new parameterization for environment maps that allows us to reuse the environment map for any given viewing direction. We describe how, under certain restrictions, these maps can be used today in standard OpenGL implementations. Furthermore, we explore how OpenGL could be extended to support this kind of environment map more directly. CR Categories: 1.3.1 [Computer Graphics]: Hardware Architecture-Graphics processors; 1.3.3 [Computer Graphics]: Picture/Image Generation-Bitmap and framebuffer operations; 1.3.6 [Computer Graphics]: Methodology and Techniques--Standards 1.3.7 [Computer Graphics]: ThreeDimensional Graphics and Realism-Color, Shading, Shadowing and Texture 1.4.1 [Image Processing and Computer Vision]: Digitization and Image Capture ~-Sampling
环境贴图在硬件加速渲染应用中被广泛用于近似反射。不幸的是,在今天的图形硬件中使用的环境地图的参数化严重低于某些方向的采样,因此不能从多个观看方向使用。其他参数化也存在,但需要的操作对于硬件实现来说过于昂贵。在本文中,我们为环境地图引入了一种廉价的新参数化方法,使我们能够在任何给定的观看方向上重用环境地图。我们描述了在某些限制下,这些映射如何在标准OpenGL实现中使用。此外,我们还探讨了如何扩展OpenGL以更直接地支持这种环境映射。CR分类:1.3.1[计算机图形学]:硬件架构-图形处理器;1.3.3【计算机图形学】:图片/图像生成-位图和帧缓冲操作;1.3.7[计算机图形学]:三维图形学和现实主义-色彩,明暗,阴影和纹理1.4.1[图像处理和计算机视觉]:数字化和图像捕获~-采样
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引用次数: 161
期刊
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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