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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

3D rasterisarion hardware techniques

Waller, Marcus D. January 1997 (has links)
No description available.
2

Design of 3D Graphic Tile-based Rendering Engine for Embedded Systems

Tsai, Chung-hua 03 September 2007 (has links)
Due to the increasing demand of three-dimensional (3D) graphic applications in various consumer electronics, how to develop a low-cost 3D graphic hardware accelerator suitable for the embedded systems has become an important issue. A typical 3D graphic accelerator includes a geometry sub-system and a rendering sub-system. In this thesis a highly-efficient 3D graphic rendering intellectual property (IP) based on the tiled-based approach is proposed. An entire rendering IP consists of several modules. The main contributions of this thesis focus on the development of the setup-engine, rasterization module, and the integration of the whole modules for the rendering IP. In the design of setup engine, the thesis develops a folded arithmetic unit architecture mainly consisting of one iterative divider, three multipliers and several adders, which can finish the overall computation of the setup equations within less than 50 cycles. As for the rasterization module, this thesis develops several scan-conversion algorithms including hierarchical, fast skip, and boundary-edge test methods suitable for the tiled-based rendering process. The ordinary line drawing algorithm for the scan-line boundary search or the direct in-out test approach is not efficient for tile-based approach since the shape of triangle primitives may become irregular after tiling. Our experimental results show that the boundary-edge test can lead to the most compact design since it can transform the normal in-out test circuit for single pixel to detect two end-points of the scan-line simultaneously. In addition, the rasterization module can be divided into the scan-line and the fragment generation parts which can help the optimization and speedup of the individual part to achieve the desired overall fill-rate goal. Our simulation shows the fill-rate improvement based on this approach is around 60%. Finally, this thesis integrates all the sub-modules to the entire rendering IP core. This IP has been realized by 0.18 um technology. The total gate count is 504k. It can run up to 166 Mhz, and deliver the peak fill rate of 333M pixels/sec and 1.3G texels/sec. This IP has been highly verified, and achieves more than 95% code coverage. It has also been integrated with OPENGL ES software module, Linux operation system and geometry module, and successfully prototyped on the ARM versatile platform.
3

Design of Low-cost Rendering Engine for 3D Stereoscopic Graphics

Lin, Shih-ming 14 February 2011 (has links)
In order to realize the advanced graphics rendering algorithms which tends to become more complex and flexible, more and more graphics processor units (GPU) include a micro-processor-like core to support the programmable shading capability. However, since the number of cycles spent in the fragment shader in programmable GPU will vary with different applications, the hardware implementation of the remaining fixed function of the graphics rendering flow becomes not trivial because the suitable target throughput is hard to set. In addition, the data transfer between the shader processor and other hardware fixed-function modules will also represent a big overhead. Therefore, this thesis focuses on realizing the rasterization, which is a very important fixed rendering function, and proposes a pure-software solution that can be executed by the shader processor. The pure-software rasterization requires 98 cycles in setup-stage, and an average of 13 cycles per pixel in interpolation-stage. To further accelerate this rasterization, this thesis also proposes an hardware-software codesign which uses a embedded scan-conversion unit to cooperate with the shader processor. This unit costs about 8.5K gates, which occupies only 1.7% of the entire GPU, but can help reduce more than 30% cycles compared with the pure-software approach in the test-benches used in this thesis. The other contribution of this thesis is to implement the stereoscopic graphic rendering function. To provide stereoscopic effect, the graphic rendering system has to run the entire rendering flow for additional passes to generate the results from different views. However, this thesis will embed an additional code in the fragement shader to adjust the x-coordinate position generated by vertex shader to avoid the additional running pass of the vertex shader.

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