A Hierarchical Primitive List for Tile-based Rendering
碩士 === 國立交通大學 === 資訊科學與工程研究所 === 97 === Tile-based rendering has been widely used in resource-limited graphic processing environments, e.g., for hand-held devices. Since large primitives may cover a significant number of tiles, they need to be recorded in the primitive lists of all related tiles. We...
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ndltd-TW-097NCTU53941542015-10-13T15:42:49Z http://ndltd.ncl.edu.tw/handle/41761400061044004824 A Hierarchical Primitive List for Tile-based Rendering 用於區塊繪圖之階層式儲存方式設計 Hsiao, Chih-Chieh 蕭之傑 碩士 國立交通大學 資訊科學與工程研究所 97 Tile-based rendering has been widely used in resource-limited graphic processing environments, e.g., for hand-held devices. Since large primitives may cover a significant number of tiles, they need to be recorded in the primitive lists of all related tiles. We propose a hierarchical primitive lists structure, which also copes with misaligned and non-square primitive problems, to minimize the primitive recording. Intended advantages include: reduced storage pressure, list building time, primitive retrieval counts for subsequent rendering, and primitive data accesses from external memory during rendering, and possibly enhanced data locality/resource utilization if layer-based rendering is exploited. Based on this structure, we propose a primitive-hierarchy fitting (hardware) algorithm which, for a given primitive of any size and shape, determines a best way of storing it in the structure. Experimental results on Doom3 and Quake4 show a 73% storage reduction using only square hierarchies or 78% with our full capability, compared with flat tile-based lists. Chung, Chung-Ping 鍾崇斌 2009 學位論文 ; thesis 57 zh-TW |
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碩士 === 國立交通大學 === 資訊科學與工程研究所 === 97 === Tile-based rendering has been widely used in resource-limited graphic processing
environments, e.g., for hand-held devices. Since large primitives may cover a
significant number of tiles, they need to be recorded in the primitive lists of all related
tiles. We propose a hierarchical primitive lists structure, which also copes with
misaligned and non-square primitive problems, to minimize the primitive recording.
Intended advantages include: reduced storage pressure, list building time, primitive
retrieval counts for subsequent rendering, and primitive data accesses from external
memory during rendering, and possibly enhanced data locality/resource utilization if
layer-based rendering is exploited. Based on this structure, we propose a
primitive-hierarchy fitting (hardware) algorithm which, for a given primitive of any
size and shape, determines a best way of storing it in the structure. Experimental
results on Doom3 and Quake4 show a 73% storage reduction using only square
hierarchies or 78% with our full capability, compared with flat tile-based lists.
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author2 |
Chung, Chung-Ping |
author_facet |
Chung, Chung-Ping Hsiao, Chih-Chieh 蕭之傑 |
author |
Hsiao, Chih-Chieh 蕭之傑 |
spellingShingle |
Hsiao, Chih-Chieh 蕭之傑 A Hierarchical Primitive List for Tile-based Rendering |
author_sort |
Hsiao, Chih-Chieh |
title |
A Hierarchical Primitive List for Tile-based Rendering |
title_short |
A Hierarchical Primitive List for Tile-based Rendering |
title_full |
A Hierarchical Primitive List for Tile-based Rendering |
title_fullStr |
A Hierarchical Primitive List for Tile-based Rendering |
title_full_unstemmed |
A Hierarchical Primitive List for Tile-based Rendering |
title_sort |
hierarchical primitive list for tile-based rendering |
publishDate |
2009 |
url |
http://ndltd.ncl.edu.tw/handle/41761400061044004824 |
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