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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

Design of Vertex and Per-Fragment Processor for 3D Graphics Rendering

Tsai, Ming-chi 04 September 2007 (has links)
For the past few years, with the rapid advance of VLSI and multimedia technology, the applications of three-dimensional (3D) graphic applications have been widely and rapidly spread into various areas, and not longer limited into specific technical areas performed by high-end workstations. In near future, the 3D graphic engine will become an indispensable part of most multimedia systems including the entertainment television sets, the personal electronic appliances etc. A general 3D graphics engine can be divided into the geometry subsystem and the raster sub- system. The main contribution of this thesis is to design an efficient fragment pipeline process. It also helps the development of the vertex processor, and the integration of geometry and raster subsystem. In the design of the per-fragment processor, since it contains vary processing stages, such as fog blending, visible test, and alpha blending. This thesis analyzes the dependence relationship between these stages to allow several stages to run in parallel to reduce the overall pipeline latency and adjust the processing order of these stages to avoid unnecessary texturing access. This thesis also proposes two memory buffer access mechanisms suitable for the tile-based 3D graphic rendering engine to reduce the overall system memory bandwidth. The first method is to include some additional control flags for each tile such that the frequent buffer clear operations can be integrated with the normal rendering processes to avoid the additional memory clear access. The second approach is to identify the non-modified pixels in each tile by building the dirty table to reduce the number of updated pixels. The experimental results show that the proposed methods can cause more than 50% reduction of memory access. The proposed design has been realized using 0.18um technology. The gate count of the vertex processor without special functions and per-fragment processor is 201k and 118k, respectively.

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