Title :
Fast tile-binning method by detecting 1D-overlapped primitives
Author :
Sang Oak Woo ; Jeong-Soo Park ; Seok-Yoon Jung ; Shi-Hwa Lee
Abstract :
Mobile 3D graphics use tile-based rendering algorithm in order to lower power consumption. For rendering tile by tile in the tile-based rendering, tile-binning process is inevitable and has to store the results of geometry processing into scene buffer, which causes memory access severely. Several methods were proposed to reduce memory bandwidth for tile-binning process. However, these memory-bandwidth reduction methods require more computations. Hsieh et al. attempted to eliminate edges in order to decrease the number of overlap test. Their method could only eliminate 0.02% of edges because the edges parallel to the axes can be eliminated. In this study, we propose a simple method to reduce the number of the overlap test by detecting 1D-tile overlapped primitives, which are overlapped with only one-dimensional tiles while keeping low memory bandwidth.
Keywords :
computational geometry; mobile computing; rendering (computer graphics); 1D-overlapped primitive detection; edge elimination; geometry processing; memory access; memory-bandwidth reduction methods; mobile 3D graphics; one-dimensional tile-binning method; overlap test; scene buffer; tile-based rendering algorithm; Bandwidth; Benchmark testing; Graphics processing units; Image edge detection; Power demand; Rendering (computer graphics);
Conference_Titel :
Consumer Electronics (ICCE), 2013 IEEE International Conference on
Conference_Location :
Las Vegas, NV
Print_ISBN :
978-1-4673-1361-2
DOI :
10.1109/ICCE.2013.6486834