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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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The Setup for Triangle RasterizationBy Andres Kugler Eurographics ’96Computer 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 • Setup Architecture and Bandwidth • Conclusion
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.
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
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
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
Setup Architecture and Bandwidth • Input stack • Register File with Setup Values • Reciprocal evaluation for color, depth, texture coordinate increment • Gradient computation • Slope calculation
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
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.