Rasterization plays a key role in graphics rendering and is an important component in determining the performance of a graphics processor. In this paper, we introduce a SIMT processor-based programmable rasterization ...
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ISBN:
(纸本)9798350386783;9798350386776
Rasterization plays a key role in graphics rendering and is an important component in determining the performance of a graphics processor. In this paper, we introduce a SIMT processor-based programmable rasterization hardware gas pedal, which aims to improve the flexibility and performance of triangle rasterization processing. The gas pedal uses the scanline algorithm and shared memory to effectively reduce the scanning time and invalid pixel point access time. By synthesizing it on a Xilinx FPGA chip, it supports a maximum operating frequency of up to 125 MHz. Experimental results show that the accelerator pedal designed in this paper has a significant improvement in flexibility and rendering speed. Rasterization;SIMT processor;scanline algorithm
It is often the case that images generated by image synthesis algorithms are judged by visual examination. The user resorts to an iterative refinement process of inspection and rendering until a satisfactory image is ...
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It is often the case that images generated by image synthesis algorithms are judged by visual examination. The user resorts to an iterative refinement process of inspection and rendering until a satisfactory image is obtained. In this paper we propose quantitative metrics to compare images that arise from an image synthesis algorithm. The intent is to be able to guide the refinement process inherent in image synthesis. The Mean-Square-Error (MSE) has been traditionally employed to guide this process. However it is not a viable metric for image synthesis control. We propose the use of a wavelet based perceptual metric which incorporates the frequency response of the Human Visual System. A useful aspect of the wavelet based metric is its ability to selectively measure the changes to structures of different sizes and scales in specific locations. Also, by resorting to the use of wavelets of various degrees of regularity, one can seek different levels of smoothness in an image. It is rare that such level of control can be obtained from a metric other than a wavelet based metric. We show the usefulness of our metric by examining it's effectiveness in providing insights for common operations of an image synthesis algorithm (e.g., blurring). We also provide some examples of it's use in rendering algorithms frequently used in graphics.
This paper describes a fast analytic algorithm that generates exact highlights and soft shadows from area light sources. In order to realize fast shadowing, we propose the ray-oriented buffer which segments 3D space b...
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This paper describes a fast analytic algorithm that generates exact highlights and soft shadows from area light sources. In order to realize fast shadowing, we propose the ray-oriented buffer which segments 3D space by following light rays from polygonal sources. Each cell of the buffer stores objects that intersect a related subspace. Candidate objects which may cast shadows onto a point are selected by referring to the buffer. The candidates are then tested with their shadow bounding volumes to suppress objects that never occlude light sources. In addition, we propose the cross scanline clipping algorithm. It quickly determines the exact regions of uncovered area light sources with simple silhouette generation. Both diffuse and specular reflections are computed by integrating light rays from the uncovered sources. Experimental results confirm the high performance of the proposed method.
Displaying objects with high accuracy is necessary for CAGD (computer-aided geometric design) and for the synthesis of photo-realistic images. Traditionally, polygonal approximation methods have been employed to displ...
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A simple rendering method for penumbrae caused by sunlight is proposed to create more realistic outdoor scenery. Only four points are used to define the penumbra area cast by a contour edge so that little storage is n...
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An area-based algorithm for space-filling molecular models, which computes the visible regions of each atom sphere at floating-point precision, has been used to produce hard-edged shadows. The algorithm is repeated fr...
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An area-based algorithm for space-filling molecular models, which computes the visible regions of each atom sphere at floating-point precision, has been used to produce hard-edged shadows. The algorithm is repeated from the point of view of the light source in the YZ plane, and the visible regions are then transformed into the illuminated regions in the final view. The cost of the visibility calculations is independent of the resolution of the raster.
Design rule checking of integrated circuits requires many operations which manipulate and test geometric figures. Closer examination often reveals that some effort is duplicated by different operations on the same mas...
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Design rule checking of integrated circuits requires many operations which manipulate and test geometric figures. Closer examination often reveals that some effort is duplicated by different operations on the same mask data. The paper describes a scanline based design rule checker which structures the mask data to allow common administrative operations to be separated from the main checking process. This structuring is made possible by a novel data structure, the ‘scanline history’, and it is demonstrated experimentally that, after an initial preprocessing phase, the workspace and execution times required to perform design rule checking are 0(N0.5) and 0(N). The results indicate that rationalised scanline administration yields significant savings in overall execution time.
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