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A hardware cost minimized fast Phong shader

机译:硬件成本最小化的快速Phong着色器

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摘要

One of the most successful algorithms that bring realism to thenworld of three-dimensional (3-D) image generation is Phong shading. Withnthe continuous improvement in VLSI technology and the demand for highernrealism, this algorithm is amenable to the commercially availablenhardware implementation for real-time rendering in 3-D graphics. Taylornseries approximation is appropriate for the hardware implementation ofnfast Phong shading. However, in this method, the exponentiation of thencosine term requires a very large ROM table. This paper describes thenminimization of this overhead in terms of hardware size by proposing annadaptive-compressed nonuniform quantization method. With this method,nthe ROM table is reduced to 1/64th of the size required for a uniformnquantization method while the picture quality is maintained. Due to thenreduced ROM table size, the size of the total hardware required for fastnPhong shading is minimized to 1/56th of the original size
机译:Phong阴影是将真实感带入三维(3-D)图像生成世界的最成功算法之一。随着VLSI技术的不断改进和对更高逼真度的需求,该算法适合用于3D图形实时渲染的商用硬件实现。 Taylornseries逼近适用于nfast Phong着色的硬件实现。但是,在这种方法中,正弦余弦项的幂运算需要非常大的ROM表。然后,本文通过提出自适应压缩非均匀量化方法,从硬件大小的角度描述了这种开销的最小化。使用这种方法,可以在保持图像质量的同时将ROM表减小到均匀量化方法所需大小的1/64。由于减小了ROM表的大小,fastnPhong阴影所需的全部硬件的大小被最小化为原始大小的1/56

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