{"title":"高效栅格化使用有效的屏幕空间区域","authors":"Yeong-Kang Lai, Yu-Chieh Chung","doi":"10.1109/ICCE.2013.6486830","DOIUrl":null,"url":null,"abstract":"Due to the progress of consumer electronics, 3D-Graphics system has become mobilizing and attractive. In order to render 3D graphic in efficiency, the rasterization techniques are developed. Traditional clipping techniques using the six-planes of view volume to split outside part of primitive are complicated and not cost-effective. For 3D graphics gaming application with high resolution in mobile device, the cost-effective hardware is crucial and necessary. This paper proposes a novel cost-effective strategy for primitives clipping in rasterization. In the entire process, no expensive clipping action is involved and no extra clipping-derived polygons are produced. The proposed architecture which processes the valid screen space region of each primitive in 8 cycles and the gate-count is 20k only, using the TSMC 65nm 1P9M process and the throughput reach 25 M Triangles/Sec.","PeriodicalId":6432,"journal":{"name":"2013 IEEE International Conference on Consumer Electronics (ICCE)","volume":"70 1","pages":"139-140"},"PeriodicalIF":0.0000,"publicationDate":"2013-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Cost-effective rasterization using valid screen space region\",\"authors\":\"Yeong-Kang Lai, Yu-Chieh Chung\",\"doi\":\"10.1109/ICCE.2013.6486830\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Due to the progress of consumer electronics, 3D-Graphics system has become mobilizing and attractive. In order to render 3D graphic in efficiency, the rasterization techniques are developed. Traditional clipping techniques using the six-planes of view volume to split outside part of primitive are complicated and not cost-effective. For 3D graphics gaming application with high resolution in mobile device, the cost-effective hardware is crucial and necessary. This paper proposes a novel cost-effective strategy for primitives clipping in rasterization. In the entire process, no expensive clipping action is involved and no extra clipping-derived polygons are produced. The proposed architecture which processes the valid screen space region of each primitive in 8 cycles and the gate-count is 20k only, using the TSMC 65nm 1P9M process and the throughput reach 25 M Triangles/Sec.\",\"PeriodicalId\":6432,\"journal\":{\"name\":\"2013 IEEE International Conference on Consumer Electronics (ICCE)\",\"volume\":\"70 1\",\"pages\":\"139-140\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-03-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2013 IEEE International Conference on Consumer Electronics (ICCE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICCE.2013.6486830\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 IEEE International Conference on Consumer Electronics (ICCE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCE.2013.6486830","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Cost-effective rasterization using valid screen space region
Due to the progress of consumer electronics, 3D-Graphics system has become mobilizing and attractive. In order to render 3D graphic in efficiency, the rasterization techniques are developed. Traditional clipping techniques using the six-planes of view volume to split outside part of primitive are complicated and not cost-effective. For 3D graphics gaming application with high resolution in mobile device, the cost-effective hardware is crucial and necessary. This paper proposes a novel cost-effective strategy for primitives clipping in rasterization. In the entire process, no expensive clipping action is involved and no extra clipping-derived polygons are produced. The proposed architecture which processes the valid screen space region of each primitive in 8 cycles and the gate-count is 20k only, using the TSMC 65nm 1P9M process and the throughput reach 25 M Triangles/Sec.