分割自由透视正确渲染算法

B. Barenbrug, F. Peters, C. V. Overveld
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引用次数: 10

摘要

众所周知,平面多边形透视正确渲染的实现需要对每个渲染像素进行划分。最好避免这样的分割,因为它在硅门和时钟周期方面是一个昂贵的操作。在本文中,我们提出了一组有效的中点算法来避免除法运算。这些算法只需要对每个像素进行少量的添加。我们将展示如何将这些嵌入到扫描线算法和使用mipmap的算法中。通过软件实现的实验表明,在多边形不太小的情况下,无除法算法的速度要快两倍。然而,这些算法在硬件上实现时是最有利可图的。
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Algorithms for division free perspective correct rendering
Well known implemetations for perspective correct rendering of planar polygons require a division per rendered pixel. Such a division is better to be avoided as it is an expensive operation in terms of silicon gates and clock cycles. In this paper we present a family of efficient midpoint algorithms that can be used to avoid division operators. These algorithms do not require more than a small number of additions per pixel. We show how these can be embedded in scan line algorithms and in algorithms that use mipmaps. Experiments with software implementations show that the division free algorithms are a factor of two faster, provided that the polygons are not too small. These algorithms are however most profitable when realised in hardware.
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