Browsing by Author "Jung, Tzung-Rung"
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Item type:Item, Design of Multi-Mode Depth Buffer Compression for 3D Graphics System(2008) ;Jung, Tzung-Rung ;Van, Lan-Da ;Sheu, Teng-Yao ;Lin, Cheng-WeiFang, Wai-ChiAn innovative multi-mode depth buffer compression algorithm has been developed for 3D graphics system. It adaptively compresses the depth buffer data according to different scene changes by employing 19 compression modes generated from three compression algorithms including DDPCM, HA, and general DDPCM. Furthermore, this novel algorithm supports one-plane and two-plane compression modes and manipulates break points more efficiently. For 8x8 tile size and 16-bit depth values, the proposed multi-mode algorithm can achieve 1.91:1 compression ratio on average and improve 76.9% and 39.4% compared with the HA and the DDPCM compression methods, respectively. The modified efficient depth buffer compression can achieve 10.56:1 and 7.76:1 compression ratio in one-plane mode and two-plane mode, respectively. The modified DDPCM can achieve 6.48:1 and 5.39:1 compression ratio in one-plane mode and two-plane mode, respectively.Item type:Item, Low Complexity Subdivision Algorithm to Approximate Phong Shading Using Forward Difference(2009) ;Sheu, Teng-Yao ;Van, Lan-Da ;Jung, Tzung-Rung ;Lin, Cheng-WeiChang, Ting-WeiIn this paper, we proposed a low complexity subdivision algorithm to approximate Phong shading. It is a combination of a subdivision scheme using forward difference and a recovery scheme to prevent rasterization anomaly. Dual space subdivision, triangle filtering and variable sharing schemes are also proposed to reduce the computation. Compared with the conventional recursive subdivision shading algorithm, the proposed algorithm reduces 46.6% memory access, 80% projective transformations and perspective division, 93.75% clipping/culling tests and 60% 3x3 matrix multiplications for setup operation.Item type:Item, Reconfigurable depth buffer compression design for 3D graphics system(2008) ;Jung, Tzung-Rung ;Van, Lan-Da ;Fang, Wai-Chi ;Shen, Teng-Yao資訊工程學系Depth buffer bandwidth reduction is one of the most important issues in bandwidth-limited 3D computer graphics system. In this paper, we propose a reconfigurable algorithm for depth buffer compression. For 8x8 tile size and 16-bit depth values, the proposed algorithm can achieve 1.91:1 compression ratio on average and improve 76.9% and 39.4% compared with HA [12] and DDPCM [7], respectively. Furthermore, the devised algorithm supports one-plane and two-plane compression modes and manipulates break points more efficiently.