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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 ...
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...
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...
The algorithms were modeled in SystemC at the RT-level and integrated in a full-fledged OpenGL-compliant hardware rasterizer SystemC model. Simulation results on a benchmark suite consisting of 30 OpenGL applications have indicated that the throughput penalty is reduced to about 7 % at the ...
In some embodiments, an application can bypass the rasterizer and depth test component 873 and access un-rasterized vertex data via a stream out unit 823. [0114] The graphics processor 800 has an interconnect bus, interconnect fabric, or some other interconnect mechanism that allows data 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...
Before rasterization, a clipper829processes vertex data. The clipper829may be a fixed function clipper or a programmable clipper having clipping and geometry shader functions. In some embodiments, a rasterizer and depth test component873in the render output pipeline870dispatches pixel shaders to convert...
a tile renderer communicatively coupled to an output of the vertex shader and to the visibility 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...
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)...