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H-Buffer: An Efficient History-Based and Overflow Sharing Transparent Fragment Storage Method

机译:H-Buffer:基于历史的基于历史和溢出共享透明片段存储方法

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Graphics rendering requires various huge amounts of temporary data storages, prohibiting this feature from being implemented on slim embedded devices. To overcome this difficulty, we focus our effort on storage of transparent fragments after rasterization stage. We base our design on the fact that: successive frames typically will have the same or very similar number of transparent fragments located at the same screen pixel location. We propose a history based transparent fragment buffer called H-Buffer. In this design, transparent fragment counts at all pixel locations are collected for every frame, and are used for storage allocation for the next frame. For the unavoidable case of insufficient storage allocation, our overflow storage allocation assigns neighbor located pixel locations to share a given overflow area, in an attempt to reduce internal fragmentation. In evaluation, compared against the strongest competitor, the T-buffer, results show that our method reduces storage pressure by 25% in QUAKE4 benchmark.
机译:图形渲染需要各种大量临时数据存储,禁止此功能在SLIM嵌入式设备上实现。为了克服这种困难,我们将努力集中在光栅化阶段之后储存透明碎片。我们将设计基于以下事实::连续帧通常将具有位于同一屏幕像素位置的相同或非常相似的透明片段。我们提出了一个基于历史的透明片段缓冲区,称为H-Buffer。在这种设计中,为每个帧收集所有像素位置处的透明片段计数,并用于下一帧的存储分配。对于储存分配不足的不可避免的情况,我们的溢出存储分配分配邻居位的像素位置以共享给定的溢出区域,以便减少内部碎片。在评估中,与最强竞争对手,T-缓冲区,结果表明,我们的方法在Quake4基准测试中将储存压力降低25%。

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