| Tiled polygon traversal using half-plane edge functions |
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SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware
archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
table of contents
Interlaken, Switzerland
Pages: 15 - 21
Year of Publication: 2000
ISBN:1-58113-257-3
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Authors
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Joel McCormack
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Compaq Computer Corporation, Western Research Laboratory, 250 University Avenue, Palo Alto, CA
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Robert McNamara
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Compaq Computer Corporation, Systems Research Center, 130 Lytton Avenue, Palo Alto, CA
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Downloads (6 Weeks): 10, Downloads (12 Months): 74, Citation Count: 9
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ABSTRACT
Existing techniques for traversing a polygon generate fragments one (or more) rows or columns at a time. (A fragment is all the information needed to paint one pixel of the polygon.) This order is non-optimal for many operations. For example, most frame buffers are tiled into rectangular pages, and there is a cost associated with accessing a different page. Pixel processing is more efficient if all fragments of a polygon on one page are generated before any fragments on a different page. Similarly, texture caches have reduced miss rates if fragments are generated in tiles (and even tiles of tiles) whose size depends upon the cache organization.
We describe a polygon traversal algorithm that generates fragments in a tiled fashion. That is, it generates all fragments of a polygon within a rectangle (tile) before generating any fragments in another rectangle. For a single level of tiling, our algorithm requires one additional saved context (the values of all interpolator accumulators, such as Z depth, Red, Green, Blue, etc.) over a traditional traversal algorithm based upon half-plane edge functions. An additional level of tiling requires another saved context for the special case of rectangle copies, or three more for the general case. We describe how to use this algorithm to generate fragments in an optimal order for several common scenarios.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Henry Fuchs , Jack Goldfeather , Jeff P. Hultquist , Susan Spach , John D. Austin , Frederick P. Brooks, Jr. , John G. Eyles , John Poulton, Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes, Proceedings of the 12th annual conference on Computer graphics and interactive techniques, p.111-120, July 1985
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Homan Igehy , Matthew Eldridge , Pat Hanrahan, Parallel texture caching, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, p.95-106, August 08-09, 1999, Los Angeles, California, United States
[doi> 10.1145/311534.311583]
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Brian Kelleher. PixelVision Architecture, Technical Note 1998-013, System Research Center, Compaq Computer Corporation, October 1998, available at http:// www.research.digital.com/SRC/publications/src-tn.html.
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Joel McCormack, Robert McNamara, Chris Gianos, Larry Seiler, Norman Jouppi, Ken Correll, Todd Dutton & John Zurawski. Neon: A (Big) (Fast) Single-Chip 3D Workstation Graphics Accelerator. Research Report 98/1, Western Research Laboratory, Compaq Computer Corporation, Revised July 1999, available at http:// www.research.compaq.com/wrl/techreports/pubslist.html.
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Joel McCormack & Robert McNamara. Efficient and Tiled Polygon Traversal Using Half-Plane Edge Functions. Research Report 2000/4, Western Research Laboratory, Compaq Computer Corporation, August 2000, available at http://www.research.compaq.com/wrl/techreports/ pubslist.html.
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CITED BY 9
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Kayvon Fatahalian , Edward Luong , Solomon Boulos , Kurt Akeley , William R. Mark , Pat Hanrahan, Data-parallel rasterization of micropolygons with defocus and motion blur, Proceedings of the Conference on High Performance Graphics 2009, August 01-03, 2009, New Orleans, Louisiana
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