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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Main Authors: Hsiao, Chih-Chieh, 蕭之傑
Other Authors: Chung, Chung-Ping
Format: Others
Language:zh-TW
Published: 2009
Online Access:http://ndltd.ncl.edu.tw/handle/41761400061044004824
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spelling 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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description 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.
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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