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Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware最新文献

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IMEM: an intelligent memory for bump- and reflection-mapping IMEM:用于凹凸映射和反射映射的智能存储器
Pub Date : 1998-08-01 DOI: 10.1145/285305.285319
A. Kugler
Data path simplification in the context of reflectionand bumpmapping hardware opens new solutions in the design of rendering and shading circuits. We are proposing a novel approach to rendering bumpand reflection-mapped surfaces, where the local geometry defining bump-maps is transformed on-the-fly prior to surface shading. Applying angular encoding to normal vectors results in narrower data paths and permits hardware integration of look-up tables of acceptable size. A special-purpose logic-embedded memory architecture is presented, where bumpand reflection-mapping of textured surfaces are executed by an intelligent memory device. High-performance surface shading is achieved by making use of precomputed shadingand reflection-map coordinate generation tables, and considering cache coherence of pixel-to-pixel normal vectors. Such a dedicated memory chip can easily be interfaced to a standard rasterizer, in place of texture memory to offer bump-, textureand reflection-mapping hardware support. CR
在反射和碰撞映射硬件环境下的数据路径简化为渲染和着色电路的设计提供了新的解决方案。我们提出了一种新的方法来渲染凹凸反射映射的表面,其中定义凹凸贴图的局部几何图形在表面着色之前被实时转换。对法向量应用角编码会导致更窄的数据路径,并允许对可接受大小的查找表进行硬件集成。提出了一种专用的逻辑嵌入式存储器结构,该结构通过智能存储器器件实现纹理表面的凹凸反射映射。高性能的表面着色是通过使用预先计算的阴影和反射映射坐标生成表,并考虑像素到像素法向量的缓存一致性来实现的。这样一个专用的内存芯片可以很容易地连接到一个标准的光栅化器上,代替纹理存储器来提供凹凸、纹理和反射映射的硬件支持。CR
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引用次数: 12
A breadth-first approach to efficient mesh traversal 一种宽度优先的高效网格遍历方法
Pub Date : 1998-08-01 DOI: 10.1145/285305.285309
T. Mitra, T. Chiueh
Complex 3D polygonal models are typically represented as triangular meshes, especially when they are generated procedurally, or created from volumetric data sets through surface extraction. Existing 3D rendering hardware, on the other hand, processes one triangle at a time. Therefore triangle meshes need to be converted to individual triangles when they are fed to the graphics pipeline. The design goal of such conversion algorithms is to minimize the number of vertices that are sent redundantly to the rendering pipeline. This paper proposes a breadth-first approach to traverse triangle meshes that reduces vertex redundancy to very close to the theoretical minimum. With the proposed scheme, no triangle vertices need to be specified multiple times, barring exceptional cases. In addition, owing to a prefetching technique, the on-chip storage requirement for effective mesh traversal remains small and largely constant regardless of the mesh size. Our experimental results show that assuming a 64-vertex buffer, the redundant transformation overhead associated with the proposed approach is between 1.00% and 7.330/o, for a set of 8 triangle meshes whose size ranges from 2,992 to 40,000 triangles.
复杂的3D多边形模型通常表示为三角形网格,特别是当它们是程序生成的,或者通过表面提取从体积数据集创建的时候。另一方面,现有的3D渲染硬件一次只能处理一个三角形。因此,三角形网格需要转换为单独的三角形,当他们被馈送到图形管道。这种转换算法的设计目标是尽量减少发送到渲染管道的冗余顶点的数量。本文提出了一种宽度优先的方法来遍历三角形网格,将顶点冗余减少到非常接近理论最小值。使用该方案,除了特殊情况外,不需要多次指定三角形顶点。此外,由于预取技术,无论网格大小如何,有效网格遍历的片上存储需求仍然很小且基本不变。我们的实验结果表明,假设一个64顶点的缓冲区,与该方法相关的冗余转换开销在1.00%和7.330/o之间,对于一组8个三角形网格,其大小范围为2,992到40,000个三角形。
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引用次数: 20
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware ACM SIGGRAPH/EUROGRAPHICS图形硬件研讨会论文集
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引用次数: 2
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware ACM SIGGRAPH/EUROGRAPHICS图形硬件研讨会论文集
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引用次数: 15
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware ACM SIGGRAPH/EUROGRAPHICS图形硬件研讨会论文集
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引用次数: 3
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Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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