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dc.contributor.authorChen, CHen_US
dc.contributor.authorLee, CYen_US
dc.date.accessioned2014-12-08T15:26:37Z-
dc.date.available2014-12-08T15:26:37Z-
dc.date.issued2002en_US
dc.identifier.isbn0-7803-7448-7en_US
dc.identifier.urihttp://hdl.handle.net/11536/18908-
dc.description.abstractMemory 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.isoen_USen_US
dc.titleTwo-level hierarchical Z-buffer for 3D graphics hardwareen_US
dc.typeProceedings Paperen_US
dc.identifier.journal2002 IEEE INTERNATIONAL SYMPOSIUM ON CIRCUITS AND SYSTEMS, VOL II, PROCEEDINGSen_US
dc.citation.spage253en_US
dc.citation.epage256en_US
dc.contributor.department電子工程學系及電子研究所zh_TW
dc.contributor.departmentDepartment of Electronics Engineering and Institute of Electronicsen_US
dc.identifier.wosnumberWOS:000186280700065-
Appears in Collections:Conferences Paper