DocumentCode
2215752
Title
A mid-texturing pixel rasterization pipeline architecture for 3D rendering processors
Author
Park, Woo-Chan ; Lee, Kil-Whan ; Kim, Il-San ; Han, Tack-Don ; Yang, Sung-Bong
Author_Institution
Media Syst. Lab., Yonsei Univ., Seoul, South Korea
fYear
2002
fDate
2002
Firstpage
173
Lastpage
182
Abstract
As a 3D scene becomes increasingly complex and the screen resolution increases, the design of effective memory architecture is one of the most important issues for 3D rendering processors. We propose a pixel rasterization architecture, which performs a depth test operation twice, before and after texture mapping. The proposed architecture eliminates memory bandwidth waste caused by fetching unnecessary obscured texture data, by performing the depth test before texture mapping. The proposed architecture reduces the miss penalties of the pixel cache by using a pre-fetch scheme - that is, a frame memory access, due to a cache miss at the first depth test, is done simultaneously with texture mapping. The proposed pixel rasterization architecture achieves memory bandwidth effectiveness and reduces power consumption, producing high-performance gains.
Keywords
low-power electronics; memory architecture; microprocessor chips; pipeline processing; rendering (computer graphics); 3D rendering processors; depth test; depth test operation; frame memory access; memory architecture; memory bandwidth; mid-texturing pixel rasterization pipeline architecture; miss penalties; pixel rasterization architecture; power consumption; screen resolution; Bandwidth; Computer architecture; Computer science; Laboratories; Memory architecture; Performance evaluation; Pipelines; Rendering (computer graphics); Testing; Traffic control;
fLanguage
English
Publisher
ieee
Conference_Titel
Application-Specific Systems, Architectures and Processors, 2002. Proceedings. The IEEE International Conference on
ISSN
2160-0511
Print_ISBN
0-7695-1712-9
Type
conf
DOI
10.1109/ASAP.2002.1030717
Filename
1030717
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