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篇名 嵌入式開放圖形函式庫之3D管線技術介紹
卷期 148
並列篇名 Introduction of 3D Rendering Pipeline for OpenGL ES
作者 孫際恬
頁次 031-039
關鍵字 繪圖處理器嵌入式開放圖形函式庫座標轉換和光照處理區塊式繪圖架構Graphics Processing UnitGPUOpenGL for Embedded SystemsOpenGL ESTransform & LightingT&LTile-based Rendering Architecture
出刊日期 201212

中文摘要

本論文探討嵌入式裝置之3D繪圖管線技術,由於嵌入式裝置通常具有較低的功耗與軟硬體需求,因此從適用於嵌入式裝置之繪圖應用程式介面開始說明,其次闡述繪圖管線中幾何級座標轉換、光照處理、三角形設置與裁切剔除等之物理意義與實務處理手法,並比較像素級中材質貼圖與反鋸齒之演算法及實現代價。接著探討研究為何新一代嵌入式繪圖處理器架構逐漸移往區塊式繪圖,最後以其架構與傳統直接繪圖進行效能分析與比較。

英文摘要

Embedded system devices usually have lower power consumption and lower requirements for hardware and software. This paper explores the 3D graphics rendering pipeline. The first description is focus on the OpenGL ES, followed by elaborate the physical meaning and how to deal with the transformation, lighting, triangle setup, clipping and culling of the geometry stage. After that, we will compare the algorithms and implementation issues for the texture mapping and anti-aliasing. The new generation of GPU architecture for the embedded system is gradually moved to tile-based rendering. In the final part, we will analysis and compare the fill rate and memory bandwidth for the traditional rendering and tile-based rendering architecture.

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