Memory bandwidth saving by hardware tessellation with vertex shader

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dc.contributor.authorChung, K.ko
dc.contributor.authorYu, C. -H.ko
dc.contributor.authorKim, D.ko
dc.contributor.authorKim, Lee-Supko
dc.date.accessioned2013-03-08T23:55:45Z-
dc.date.available2013-03-08T23:55:45Z-
dc.date.created2012-02-06-
dc.date.created2012-02-06-
dc.date.issued2009-02-
dc.identifier.citationELECTRONICS LETTERS, v.45, no.5, pp.259 - 260-
dc.identifier.issn0013-5194-
dc.identifier.urihttp://hdl.handle.net/10203/94720-
dc.description.abstractHardware 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.-
dc.languageEnglish-
dc.publisherINST ENGINEERING TECHNOLOGY-IET-
dc.titleMemory bandwidth saving by hardware tessellation with vertex shader-
dc.typeArticle-
dc.identifier.wosid000263785600014-
dc.identifier.scopusid2-s2.0-61349188361-
dc.type.rimsART-
dc.citation.volume45-
dc.citation.issue5-
dc.citation.beginningpage259-
dc.citation.endingpage260-
dc.citation.publicationnameELECTRONICS LETTERS-
dc.identifier.doi10.1049/el:20092624-
dc.contributor.localauthorKim, Lee-Sup-
dc.type.journalArticleArticle-
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EE-Journal Papers(저널논문)
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