DocumentCode
1182026
Title
Memory bandwidth saving by hardware tessellation with vertex shader
Author
Chung, K. ; Yu, Chia-Hsiang ; Kim, Dongkyu ; Kim, Lee-Sup
Author_Institution
Dept. of EECS, KAIST, Daejeon
Volume
45
Issue
5
fYear
2009
Firstpage
259
Lastpage
260
Abstract
Hardware architecture of a tessellator based on a vertex shader is proposed to save memory bandwidth for a mobile 3D graphics engine. According to the appropriate separation of the tessellation process, the powerful performance of a vertex shader, 120 Mvertices/s, is utilised for floating point computations. The remaining part of the process is handled by a dedicated control unit, implementation of which requires 6.2% additional logic gates. The proposed tessellator reduces the bandwidth consumed to transfer 3D geometry data up to 1/250.
Keywords
computational geometry; computer graphics; floating point arithmetic; mobile computing; storage management; 3D geometry data; dedicated control unit; floating point computation; hardware tessellation; logic gate; memory bandwidth saving; mobile 3D graphics engine; vertex shader;
fLanguage
English
Journal_Title
Electronics Letters
Publisher
iet
ISSN
0013-5194
Type
jour
DOI
10.1049/el:20092624
Filename
4796352
Link To Document