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A mid-texturing pixel rasterization pipeline architecture for 3D rendering processors

机译:用于3D渲染处理器的中纹理像素栅格化管线体系结构

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As a 3D scene becomes increasingly complex and the screen resolution increases, the design of effective memory architecture is one of the most important issues for 3D rendering processors. We propose a pixel rasterization architecture, which performs a depth test operation twice, before and after texture mapping. The proposed architecture eliminates memory bandwidth waste caused by fetching unnecessary obscured texture data, by performing the depth test before texture mapping. The proposed architecture reduces the miss penalties of the pixel cache by using a pre-fetch scheme - that is, a frame memory access, due to a cache miss at the first depth test, is done simultaneously with texture mapping. The proposed pixel rasterization architecture achieves memory bandwidth effectiveness and reduces power consumption, producing high-performance gains.
机译:随着3D场景变得越来越复杂且屏幕分辨率提高,有效的内存体系结构设计是3D渲染处理器最重要的问题之一。我们提出了一种像素栅格化架构,该架构在纹理映射之前和之后执行两次深度测试操作。所提出的体系结构通过在纹理映射之前执行深度测试,消除了由于获取不必要的模糊纹理数据而导致的内存带宽浪费。所提出的体系结构通过使用预取方案来减少像素高速缓存的未命中损失,即,由于第一深度测试中的高速缓存未命中而导致的帧存储器访问与纹理映射同时进行。提出的像素光栅化架构可实现内存带宽效率并降低功耗,从而产生高性能增益。

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