DocumentCode
1686883
Title
Cost-effective rasterization using valid screen space region
Author
Yeong-Kang Lai ; Yu-Chieh Chung
fYear
2013
Firstpage
139
Lastpage
140
Abstract
Due to the progress of consumer electronics, 3D-Graphics system has become mobilizing and attractive. In order to render 3D graphic in efficiency, the rasterization techniques are developed. Traditional clipping techniques using the six-planes of view volume to split outside part of primitive are complicated and not cost-effective. For 3D graphics gaming application with high resolution in mobile device, the cost-effective hardware is crucial and necessary. This paper proposes a novel cost-effective strategy for primitives clipping in rasterization. In the entire process, no expensive clipping action is involved and no extra clipping-derived polygons are produced. The proposed architecture which processes the valid screen space region of each primitive in 8 cycles and the gate-count is 20k only, using the TSMC 65nm 1P9M process and the throughput reach 25 M Triangles/Sec.
Keywords
computer games; consumer electronics; mobile computing; rendering (computer graphics); screens (display); 3D graphic gaming application; 3D graphic rendering; 3D-graphic system; TSMC 1P9M process; consumer electronics; cost-effective hardware; cost-effective strategy; mobile device; primitive clipping; rasterization techniques; size 65 nm; throughput; valid screen space region; Algorithm design and analysis; Engines; Extrapolation; Graphics; Hardware; Mathematical model; Three-dimensional displays;
fLanguage
English
Publisher
ieee
Conference_Titel
Consumer Electronics (ICCE), 2013 IEEE International Conference on
Conference_Location
Las Vegas, NV
ISSN
2158-3994
Print_ISBN
978-1-4673-1361-2
Type
conf
DOI
10.1109/ICCE.2013.6486830
Filename
6486830
Link To Document