面向3D图形处理器快速分层的深度预测试方法 |
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引用本文: | 张俊杰,魏继增,王航胜,郭 炜. 面向3D图形处理器快速分层的深度预测试方法[J]. 湖南大学学报(自然科学版), 2013, 40(Z1): 61-67 |
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作者姓名: | 张俊杰 魏继增 王航胜 郭 炜 |
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作者单位: | (1.天津大学 电子信息与工程学院,天津 300072;2.天津大学 计算机科学与技术学院,天津 300072;3. 天津大学 天津市认知计算与应用重点实验室, 天津 300072) |
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摘 要: | 提出了一种快速分层的深度预测试方法.通过结合Z_max和Z_min算法,从像素块和像素点两个单位层次,快速地预剔除了无需绘制的像素点,避免了诸如深度值、颜色值和纹理值的读写等针对像素点的绘制操作,降低了渲染场景所需的时间.合理的共享像素块缓存(TileZcache)的设计,有效地提高了命中率,进一步减少了预测试的时间.同时提出的动态更新像素块的方法,以更小的硬件代价,提高了深度预测试的效率.仿真结果表明,对于随机测试的绘制场景,这种快速分层的深度预测试方法,使得每帧绘制时间减少了12.5%~25.6%,访存的带宽节省与每个像素点的存储面积比最大增加了43.8%,适用于嵌入式3D的渲染引擎中.
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关 键 词: | 3D图形处理器;深度预测试;存储带宽 |
A Fast and Hierarchical Early Z-Test for 3D Graphics Processors |
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Abstract: | A Fast and Hierarchical Early Z-Test (FH-EZT) was proposed to reject the pixels unnecessary to draw as soon as possible from the tile level and pixel level by combining Z_max and Z_min algorithm. Redundant pre-pixel operations including Z reads/writes, color reads/writes and texture reads were avoided efficiently to decrease the rendering times. Shared tile cache (TileZcache) with high hit rate cuts down the testing cycles and the values of tiles can update dynamically utilizing less cost. Experiments show that the proposed algorithm can reduce 12.5% up to 25.6% rendering cycles for each random tested frame and enhance 4% up to 43.8% for the ratio of bandwidth reduction and storage area per pixel, which is suitable for embedded 3D engine. |
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