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Using texture mapping with mipmapping to render a VLSI layout

机译:使用带有mipmapping的纹理映射来呈现VLSI布局

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This paper presents a method of using texture mapping with mipmapping to render a VLSI layout. Texture mapping is used to save already rasterized areas of the layout from frame to frame, and to take advantage of any hardware accelerated capabilities of the host platform. Mipmapping is used to select which textures to display so that the amount of information sent to the display is bounded, and the image rendered on the display is filtered correctly. Additionally, two caching schemes are employed. The first, used to bound memory consumption, is a general purpose cache that holds textures spatially close to the user's current viewpoint. The second, used to speed up the rendering process, is a cache of heavily used sub-designs that are precomputed so rasterization on the fly is not necessary.

An experimental implementation shows that real-time navigation can be achieved on arbitrarily large designs. Results also show how this technique ensures that image quality does not degrade as the number of polygons drawn increases, avoiding the aliasing artifacts common in other layout systems.

机译:

本文介绍了一种使用带有mipmapping的纹理映射来渲染VLSI布局的方法。纹理映射用于逐帧保存布局的已栅格化区域,并利用主机平台的任何硬件加速功能。 Mipmapping用于选择要显示的纹理,以便限制发送到显示器的信息量,并正确过滤在显示器上渲染的图像。另外,采用了两种缓存方案。第一个用于限制内存消耗,是一个通用缓存,该缓存在空间上将纹理保持在接近用户当前视点的位置。第二个用于加速渲染过程的是高速缓存的子设计的缓存,这些子设计已经过预先计算,因此无需即时进行栅格化。 实验表明,可以在任意大型设计上实现实时导航。结果还表明,该技术如何确保图像质量不会随着绘制的多边形数量的增加而降低,从而避免了其他布局系统中常见的混叠伪像。

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