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2005.6.2 Jiwon Choo

The Setup for Triangle Rasterization By Andres Kugler Eurographics ’ 96 Computer Graphics Lab in Tubingen Univ. 2005.6.2 Jiwon Choo. Contents. Abstract & Introduction The Graphic Rendering Pipeline Scan Conversion pipeline Initialization Data Latency Intensive Computation

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2005.6.2 Jiwon Choo

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  1. The Setup for Triangle RasterizationBy Andres Kugler Eurographics ’96Computer Graphics Lab in Tubingen Univ 2005.6.2 Jiwon Choo

  2. Contents • Abstract & Introduction • The Graphic Rendering Pipeline • Scan Conversion pipeline • Initialization Data • Latency Intensive Computation • Setup Architecture and Bandwidth • Conclusion

  3. Abstract • Integrating Slope and setup calculation to rasterizer increase 3D system performance • host processing is greatly reduced • Data flow from host to sub system is also greatly reduced.

  4. Intoroduction • Rasterizer • Performance Bottleneck • world coordinate transformation to screen coordinate and computing vertex colors • calculating the triangle edge slope and increment necessary for the scan-conversion • the rate at which the fixed point iterators generate pixel values • the achieved bandwidth into the frame buffer and texture memory

  5. The Graphic Rendering Pipeline

  6. The Graphic Rendering Pipeline

  7. The Graphic Rendering Pipeline

  8. Scan Conversion pipeline

  9. Initialization Data

  10. Initialization Data

  11. Latency Intensive Computation

  12. Latency Intensive Computation • Multiplication • easily parallelized by breaking the multiplication of two values in two, or four individual multiplication and summing the partial results. • Needs 4 pipeline stage

  13. Latency Intensive Computation • Division • Common way: subtractive and multiplicative method. • pj+1 = rpj – qj+1.D • Needs N pipeline stage • Faster way: series of expansion of the reciprocal. • Newton-Raphson implementation xi+1 = xi .(2-b.xi) • Needs 10 pipeline stage • Initial approximation for reciprocal is taken from a ROM Look-up-table - LUT • Additionally guard bit reduce latency & size of rasterizer

  14. Latency Intensive Computation

  15. Latency Intensive Computation

  16. Setup Architecture and Bandwidth

  17. Setup Architecture and Bandwidth

  18. Setup Architecture and Bandwidth

  19. Setup Architecture and Bandwidth • Input stack • Register File with Setup Values • Reciprocal evaluation for color, depth, texture coordinate increment • Gradient computation • Slope calculation

  20. Setup Architecture and Bandwidth • Modeling the throughput of setup Pipeline • Setup & raster pipeline clock 80MHz. • Producing 1 rendered pixel per cycle. • Standard VRAM&DRAM are used for frame buffer and z-buffer. • Page mode with a memory controller operating at 80MHz • Z buffer has 10way inter leaving

  21. Conclusion

  22. Conclusion • Moving the setup from the geometry processor to the rasterizer • greatly improves the available input bandwidth to the rasterizer • virtually permits to send triangles to the setup at the same rate as they can be written into the frame buffer by rasterizer.

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