结合z缓冲引擎实现更高速度的渲染

S. Molnar
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引用次数: 29

摘要

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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Combining Z-buffer Engines for Higher-Speed Rendering
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.
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