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Design of an Efficient Clipping Engine for OpenGL-ES 2.0 Vertex Shaders in 3D Graphics Systems

In computer graphics technique, the 3D graphic pipeline flow has two processing modules: Geometry module and Rendering module. The geometry module supports vertex coordinate transformation, vertex lighting computation, backface-culling, pre-clipping, and clipping functions. Clipping module clips the outside part of objects by view volume boundaries. Adding clipping module into geometry module will make 3D graphics pipeline flow more efficiency. Due to the sequential parsing nature of clipping, it causes the challenges to implement clipping function in hardware design. This paper implements a dual-path clipping engine placed after the Vertex Shader in geometry module and supports OpenGL-ES 2.0 specification. With the clipping engine, it reduces the unnecessary operations in 3D graphics pipeline flow and makes the performance efficient. The pipelined and shared hardware design is proposed to improve the area cost and throughput of the interpolation operation in clipping engine. The two vertices in/out clipping method is proposed in this paper. Users have more different choices of clipping algorithms for hardware implementation with respect to the performance and hardware limitation.

Identiferoai:union.ndltd.org:NSYSU/oai:NSYSU:etd-0901109-024820
Date01 September 2009
CreatorsLin, Keng-Hsien
ContributorsShen-Fu Hsiao, Chung-Ho Chen, Jih-ching Chiu, Shiann-Rong Kuang, Pei-Yin Chen
PublisherNSYSU
Source SetsNSYSU Electronic Thesis and Dissertation Archive
LanguageCholon
Detected LanguageEnglish
Typetext
Formatapplication/pdf
Sourcehttp://etd.lib.nsysu.edu.tw/ETD-db/ETD-search/view_etd?URN=etd-0901109-024820
Rightsunrestricted, Copyright information available at source archive

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