DC Field | Value | Language |
---|---|---|
dc.contributor.author | Chung, K. | ko |
dc.contributor.author | Yu, C. -H. | ko |
dc.contributor.author | Kim, D. | ko |
dc.contributor.author | Kim, Lee-Sup | ko |
dc.date.accessioned | 2013-03-08T23:55:45Z | - |
dc.date.available | 2013-03-08T23:55:45Z | - |
dc.date.created | 2012-02-06 | - |
dc.date.created | 2012-02-06 | - |
dc.date.issued | 2009-02 | - |
dc.identifier.citation | ELECTRONICS LETTERS, v.45, no.5, pp.259 - 260 | - |
dc.identifier.issn | 0013-5194 | - |
dc.identifier.uri | http://hdl.handle.net/10203/94720 | - |
dc.description.abstract | 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. | - |
dc.language | English | - |
dc.publisher | INST ENGINEERING TECHNOLOGY-IET | - |
dc.title | Memory bandwidth saving by hardware tessellation with vertex shader | - |
dc.type | Article | - |
dc.identifier.wosid | 000263785600014 | - |
dc.identifier.scopusid | 2-s2.0-61349188361 | - |
dc.type.rims | ART | - |
dc.citation.volume | 45 | - |
dc.citation.issue | 5 | - |
dc.citation.beginningpage | 259 | - |
dc.citation.endingpage | 260 | - |
dc.citation.publicationname | ELECTRONICS LETTERS | - |
dc.identifier.doi | 10.1049/el:20092624 | - |
dc.contributor.localauthor | Kim, Lee-Sup | - |
dc.type.journalArticle | Article | - |
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