Cost-effective rasterization using valid screen space region

Yeong Kang Lai*, Yu Chieh Chung

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Scopus citations

Abstract

Due to the progress of consumer electronics, 3D-Graphics system has become mobilizing and attractive. In order to render 3D graphic in efficiency, the rasterization techniques are developed. Traditional clipping techniques using the six-planes of view volume to split outside part of primitive are complicated and not cost-effective. For 3D graphics gaming application with high resolution in mobile device, the cost-effective hardware is crucial and necessary. This paper proposes a novel cost-effective strategy for primitives clipping in rasterization. In the entire process, no expensive clipping action is involved and no extra clipping-derived polygons are produced. The proposed architecture which processes the valid screen space region of each primitive in 8 cycles and the gate-count is 20k only, using the TSMC 65nm 1P9M process and the throughput reach 25 M Triangles/Sec.

Original languageEnglish
Title of host publication2013 IEEE International Conference on Consumer Electronics, ICCE 2013
Pages139-140
Number of pages2
DOIs
StatePublished - 2013
Event2013 IEEE International Conference on Consumer Electronics, ICCE 2013 - Las Vegas, NV, United States
Duration: 11 01 201314 01 2013

Publication series

NameDigest of Technical Papers - IEEE International Conference on Consumer Electronics
ISSN (Print)0747-668X

Conference

Conference2013 IEEE International Conference on Consumer Electronics, ICCE 2013
Country/TerritoryUnited States
CityLas Vegas, NV
Period11/01/1314/01/13

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