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To perform this study we modify a tile-based rasterizer to make efficient use of multiple embedded processors. This modified rasterizer is used to evaluate the impact of various configurations on the execution time of the rasterizer. For example the size of an image tile, the size of the ...
Starting with the Maxwell architecture, Nvidia high-performance GPUs have borrowed techniques from low-power mobile graphics architectures. Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers. Usi...
简单的“立即模式”渲染(Immediate mode rasterizers) 如图所示,在提交三角形后立即处理三角形的硬件称为立即模式渲染器(“IMR”:Immediate-Mode Renderer)。从历史上看,桌面和控制台 GPU 的行为方式大致如此。 _在 IMR 中,图形管道针对每个基元从上到下进行,以每个基元为基础访问内存。_ “立即模式”渲染器的管道...
Logic-Enhanced Memory for 3D Graphics Tile-Based Rasterizers An efficient logic-enhanced memory architecture to accelerate primitive traversal in 3D graphics tile-based rasteriz-ers is presented. The memory contains the same number of bits as the number of pixels in the tile, and during rasterizat...
[0115] In some embodiments, render output pipeline 870 contains a rasterizer and depth test component 873 that converts vertex-based objects into an associated pixel-based representation. In some embodiments, the rasterizer logic includes a windower/masker unit to perform fixed function triangle and ...
An efficient hybrid ray tracing and rasterizer architecture for mobile GPU The key factor for hybrid rendering is to reflect the fundamental principle of tile-based rendering on integrating the ray tracing hardware and mobile GPUs... WJ Lee,SJ Hwang,Y Shin,... - ACM 被引量: 1发表: 2015年...
the rasterizer logic includes a windower/masker unit to perform fixed function triangle and line rasterization. An associated render cache878and depth cache879are also available in some embodiments. A pixel operations component877performs pixel-based operations on the data, though in some instances, pi...
shader to perform a tile-based immediate mode render on the output of the vertex shader based on the hierarchical visibility structure, and a rasterizer communicatively coupled to an output of the tile renderer to rasterize the output of the tile renderer based on the hierarchical visibility ...
Raster I is a hardware renderer that specializes in real-time rasterization and is based on the Tile-Based Deferred Rendering (TBDR) architecture. Currently, several crucial features are implemented along with a tiled Pineda style rasterizer, including hardware-accelerated transform and lighting (T&L)...