Memory bandwidth saving by hardware tessellation with vertex shader

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Hardware architecture of a tessellator based on a vertex shader is proposed to save memory bandwidth for a mobile 3D graphics engine. According to the appropriate separation of the tessellation process, the powerful performance of a vertex shader, 120 Mvertices/s, is utilised for floating point computations. The remaining part of the process is handled by a dedicated control unit, implementation of which requires 6.2% additional logic gates. The proposed tessellator reduces the bandwidth consumed to transfer 3D geometry data up to 1/250.
Publisher
INST ENGINEERING TECHNOLOGY-IET
Issue Date
2009-02
Language
English
Article Type
Article
Citation

ELECTRONICS LETTERS, v.45, no.5, pp.259 - 260

ISSN
0013-5194
DOI
10.1049/el:20092624
URI
http://hdl.handle.net/10203/94720
Appears in Collection
EE-Journal Papers(저널논문)
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