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EMBEDDED VERTEX SHADER IN FPGA

机译:FPGA中的嵌入式VERTEX SHADER

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摘要

Real-time 3D visualization of objects or information becomes increasingly important in everyday life e.g. in cellular phones or mobile systems. Care should be taken in the design and implementation of 3D rendering in such embedded devices like handhelds devices in order to meet the performance requirement, while maintaining power consumption low. In this work, the design and implementation of a vertex shader on a reconfigurable hardware is presented. The main focus is placed on the efficient hardware/software partitioning of the vertex shader computation, in order to maximize the performance while maintaining a high flexibility. The resulting solution must be compatible to existing vertex shaders in oder to allow the large amount of existing program to be easylly ported to our platform. A prototype consting of a PowerPC, peripherals and some custom hardware modules is realized a on an FPGA-board. The implementation of a point rendering shows considerable speed up compared to a pure software solution.
机译:在日常生活中,例如物体或信息的实时3D可视化变得越来越重要。在蜂窝电话或移动系统中。在诸如手持设备之类的嵌入式设备中,应谨慎设计和实现3D渲染,以满足性能要求,同时保持较低的功耗。在这项工作中,介绍了可重构硬件上顶点着色器的设计和实现。主要关注点是顶点着色器计算的有效硬件/软件分区,以便在保持高灵活性的同时最大化性能。最终的解决方案必须与现有的顶点着色器兼容,以使大量现有程序可以轻松移植到我们的平台。在FPGA板上实现了PowerPC,外围设备和一些自定义硬件模块的原型构造。与纯软件解决方案相比,点渲染的实现显示出相当大的速度。

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