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Design, Implementation, And Verification Of A Programmable Floating- And Fixed-Point Vertex Shader

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.

Identiferoai:union.ndltd.org:NSYSU/oai:NSYSU:etd-0901109-043304
Date01 September 2009
CreatorsHuang, Kuan-min
ContributorsJih-ching Chiu, Pei-Yin Chen, Chung-Ho Chen, Shiann-Rong Kuang, Shen-Fu Hsiao
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-0901109-043304
Rightscampus_withheld, Copyright information available at source archive

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