DocumentCode
1820989
Title
A Hierarchical Primitive Lists Structure for Tile-Based Rendering
Author
Hsiao, Chih-Chieh ; Chung, Chung-Ping ; Yang, Hui-Chin
Author_Institution
Dept. of Comput. Sci., Nat. Chiao-Tung Univ., Hsinchu, Taiwan
Volume
2
fYear
2009
fDate
29-31 Aug. 2009
Firstpage
408
Lastpage
413
Abstract
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, 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 10% to 33% storage reduction with our full capability, compared with using square hierarchies only.
Keywords
rendering (computer graphics); hierarchical primitive lists structure; primitive-hierarchy fitting algorithm; resource-limited graphic processing; tile-based rendering; Buffer storage; Buildings; Computer graphics; Computer science; Embedded system; Handheld computers; Layout; Rendering (computer graphics); Runtime; Tiles; graphic processing units; graphics hardware; tile-based rendering;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Science and Engineering, 2009. CSE '09. International Conference on
Conference_Location
Vancouver, BC
Print_ISBN
978-1-4244-5334-4
Electronic_ISBN
978-0-7695-3823-5
Type
conf
DOI
10.1109/CSE.2009.386
Filename
5284067
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