New 3D Graphics Rendering Engine Architecture for Direct Tessellation of Spline Surfaces
Autor: | Adrian Sfarti, Todd J. Kosloff, Eric Roman, Brian A. Barsky, Alex Perelman, Egon Pasztor, Alex Kozlowski |
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Rok vydání: | 2005 |
Předmět: |
Tessellation (computer graphics)
Tessellation Computer science ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION Software rendering Rendering (computer graphics) Real-time computer graphics Computer graphics (images) Triangle mesh Graphics Texture memory 3D computer graphics MathematicsofComputing_DISCRETEMATHEMATICS ComputingMethodologies_COMPUTERGRAPHICS Data compression |
Zdroj: | Lecture Notes in Computer Science ISBN: 9783540260431 International Conference on Computational Science (2) |
DOI: | 10.1007/11428848_28 |
Popis: | In current 3D graphics architectures, the bus between the triangle server and the rendering engine GPU is clogged with triangle vertices and their many attributes (normal vectors, colors, texture coordinates). We develop a new 3D graphics architecture using data compression to unclog the bus between the triangle server and the rendering engine. The data compression is achieved by replacing the conventional idea of a GPU that renders triangles with a GPU that tessellates surface patches into triangles. |
Databáze: | OpenAIRE |
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