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3D graphics eBook - Course Materials Repository

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Texture synthesis 222<br />

• Micro-texture synthesis by phase randomization, with code and online demonstration (http:/ / www. ipol. im/ pub/<br />

algo/ ggm_random_phase_texture_synthesis/ )<br />

Tiled rendering<br />

Tiled rendering is the process of subdividing (or tiling) a computer <strong>graphics</strong> image by a regular grid in image space<br />

to exploit local spatial coherence in the scene and/or to facilitate the use of limited hardware rendering resources<br />

later in the <strong>graphics</strong> pipeline. Tiling is also used to create nonlinear framebuffer to make adjacent pixels also<br />

[1] [2]<br />

adjacent in memory.<br />

Major examples of this are:<br />

• PowerVR rendering architecture: The rasterizer consisted of a 32×32 tile into which polygons were rasterized<br />

across the image across multiple pixels in parallel. On early PC versions, tiling was performed in the display<br />

driver running on the CPU. In the application of the Dreamcast console, tiling was performed by a piece of<br />

hardware. This facilitated deferred rendering—only the visible pixels were texture-mapped, saving shading<br />

calculations and texture-bandwidth.<br />

• Xbox 360: the GPU contains an embedded 10 MiB framebuffer; this is not sufficient to hold the raster for an<br />

entire 1280×720 image with 4× anti-aliasing, so a tiling solution is superimposed.<br />

• Implementations of Reyes rendering often divide the image into "tile buckets".<br />

• Pixel Planes 5 architecture (1991) [3]<br />

• Microsoft Talisman (1996)<br />

• Dreamcast (1998)<br />

• PSVita [4]<br />

• Intel Larrabee GPU (canceled)<br />

References<br />

[1] Deucher, Alex (2008-05-16). "How Video Cards Work" (http:/ / www. x. org/ wiki/ Development/ Documentation/ HowVideoCardsWork).<br />

X.Org Foundation. . Retrieved 2010-05-27.<br />

[2] Bridgman, John (2009-05-19). "How the X (aka 2D) driver affects <strong>3D</strong> performance" (http:/ / jbridgman. livejournal. com/ 718. html).<br />

LiveJournal. . Retrieved 2010-05-27.<br />

[3] Mahaney, Jim (1998-06-22). "History" (http:/ / www. cs. unc. edu/ ~pxfl/ history. html). Pixel-Planes. University of North Carolina at Chapel<br />

Hill. . Retrieved 2008-08-04.<br />

[4] mestour, mestour (2011-07-21). "Develop 2011: PS Vita is the most developer friendly hardware Sony has ever made" (http:/ / 3dsforums.<br />

com/ lounge-2/ develop-2011-ps-vita-most-developer-friendly-hardware-sony-has-ever-made-19841/ ). PSVita. 3dsforums. . Retrieved<br />

2011-07-21.

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