3D graphics pipeline can be divided into two subsystems: geometry subsystem and rendering subsystem.
Hardware implementation of the transformation and lighting in the geometric subsystem can be divided into two categories, fixed function pipeline and programmable vertex shader. This thesis proposes a programmable vertex shader design based on OpenGL ES 2.0 specification. We start from the design of instruction set and use a multiplier-accumulator (MAC)-based SIMD (Single-Instruction Multiple-Data) structure. The vertex shader supports both floating-point and fixed-point operations of both scalar and vector formats. In addition, the special function unit for calculation of complicated functions is also integrated in the vertex shader. Besides, we also make out best to minimize the cost, power ,and delay during the entire design process.
Identifer | oai:union.ndltd.org:NSYSU/oai:NSYSU:etd-0901109-043304 |
Date | 01 September 2009 |
Creators | Huang, Kuan-min |
Contributors | Jih-ching Chiu, Pei-Yin Chen, Chung-Ho Chen, Shiann-Rong Kuang, Shen-Fu Hsiao |
Publisher | NSYSU |
Source Sets | NSYSU Electronic Thesis and Dissertation Archive |
Language | Cholon |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | http://etd.lib.nsysu.edu.tw/ETD-db/ETD-search/view_etd?URN=etd-0901109-043304 |
Rights | campus_withheld, Copyright information available at source archive |
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