(An) area efficient unified early Z-test for embedded 3D graphics processor임베디드 3D 그래픽스 프로세서에 적합한 통합 early Z-test 방법

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As 3D graphics rendering processor requires a large amount of primitives and additional data associated with the primitives to synthesize more realistic and accurate 3D images, memory bandwidth problem has been the major issue in designing a 3D graphics rendering engine. In this paper, we propose an area efficient unified early z-test (EZT) method suitable for embedded 3D graphics processor. The unified EZT unit performs the z-test for a pixel from a tile-based rasterizer by using three depth data of a tile such as Z-Max, Z-Min, and Mask. To validate the proposed method, we use a 3D graphics architecture test simulator. Simulation results for Quake3 3D game show that memory bandwidth in the rasterization pipeline is lowered by 24.8 percent compared to the hierarchical z-buffer and 27.4 percent compared to the mid-texturing method with only a 384 Byte on-chip memory.
Advisors
Kim, Lee-Supresearcher김이섭researcher
Description
한국과학기술원 : 전기및전자공학전공,
Publisher
한국과학기술원
Issue Date
2008
Identifier
297167/325007  / 020063146
Language
eng
Description

학위논문(석사) - 한국과학기술원 : 전기및전자공학전공, 2008.2, [ v, 64 p. ]

Keywords

컴퓨터 그래픽스; 그래픽스 프로세서; 비지블 라인/표면 알고리즘; Computer graphics; graphics processors; visible line/surface algorithms; 컴퓨터 그래픽스; 그래픽스 프로세서; 비지블 라인/표면 알고리즘; Computer graphics; graphics processors; visible line/surface algorithms

URI
http://hdl.handle.net/10203/38550
Link
http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=297167&flag=dissertation
Appears in Collection
EE-Theses_Master(석사논문)
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