Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Chen, CH | en_US |
dc.contributor.author | Lee, CY | en_US |
dc.date.accessioned | 2014-12-08T15:26:37Z | - |
dc.date.available | 2014-12-08T15:26:37Z | - |
dc.date.issued | 2002 | en_US |
dc.identifier.isbn | 0-7803-7448-7 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/18908 | - |
dc.description.abstract | Memory bandwidth is a bottleneck in current 3D graphics system. Traditional hidden surface removal Z-Buffer algorithm will result in memory bandwidth bottleneck in complex scenes. Its efficiency is low. Thus the hierarchical Z-Buffer, which is a reduced resolution of Z-Buffer, is proposed to remove hidden surface more efficiently. Here we present a two-level hierarchical Z-Buffer algorithm, which is suitable for 3D graphics hardware implementation. It is not application visible and can be integrated with the rendering pipelines smoothly. A bit-mask cache is added to solve the hierarchical Z-Buffer update problem. Performance under different hierarchical block sizes, bit-mask cache sizes and hierarchical Z-Buffer accuracy are analyzed. The simulation results show that the overall Z-Buffer access bandwidth can be reduced from 10 to 35 percent. | en_US |
dc.language.iso | en_US | en_US |
dc.title | Two-level hierarchical Z-buffer for 3D graphics hardware | en_US |
dc.type | Proceedings Paper | en_US |
dc.identifier.journal | 2002 IEEE INTERNATIONAL SYMPOSIUM ON CIRCUITS AND SYSTEMS, VOL II, PROCEEDINGS | en_US |
dc.citation.spage | 253 | en_US |
dc.citation.epage | 256 | en_US |
dc.contributor.department | 電子工程學系及電子研究所 | zh_TW |
dc.contributor.department | Department of Electronics Engineering and Institute of Electronics | en_US |
dc.identifier.wosnumber | WOS:000186280700065 | - |
Appears in Collections: | Conferences Paper |