1,835 research outputs found

    Memory architecture for efficient utilization of SDRAM: a case study of the computation/memory access trade-off

    Get PDF
    This paper discusses the trade-off between calculations and memory accesses in a 3D graphics tile renderer for visualization of data from medical scanners. The performance requirement of this application is a frame rate of 25 frames per second when rendering 3D models with 2 million triangles, i.e. 50 million triangles per second, sustained (not peak). At present, a software implementation is capable of 3-4 frames per second for a 1 million triangle model

    The Comparison of three 3D graphics raster processors and the design of another

    Get PDF
    There are a number of 3D graphics accelerator architectures on the market today. One of the largest issues concerning the design of a 3D accelerator is that of affordability for the home user while still delivering good performance. Three such architectures were analyzed: the Heresy architecture defined by Chiueh [2], the Talisman architecture defined by Torborg [7], and the Tayra architecture\u27s specification by White [9]. Portions of these three architectures were used to create a new architecture taking advantage of as many of their features as possible. The advantage of chunking will be analyzed, along with the advantages of a single cycle z-buffering algorithm. It was found that Fast Phong Shading is not suitable for implementation in this pipeline, and that the clipping algorithm should be eliminated in favor of a scissoring algorithm

    Particular: A Functional Approach to 3D Particle Simulation

    Get PDF
    Simulating large bodies of entities in various environments is an old science that traces back decades in computer science. There are existing software frameworks with well built mathematical models for approximating various environments. These frameworks are however built on imperative programming fundamentals often following a object oriented paradigm. This thesis presents Particular a 3d particle simulator software library for simulating movements of independent entities on a time dependant three-dimensional vector field using a functional approach. Particular uses functional programming paradigms to create a quite customizable, flexible and maintainable library based on lambda functions with all relevant parameters encapsulated in closures. Particular uses a functional implementation of a Entity Component System software architecture usually found in game development to create a highly performant, flexible, data oriented design. Which uncouples the data with the aforementioned lambda functions that predicate particle behaviour. According to evaluations particular shows a significant performance increase with regards to execution time compared to comparison to other contemporary trajectory simulation frameworks such as opendrift. With some evaluations showing a 900% faster execution time under certain conditions

    Wide baseline stereo matching with convex bounded-distortion constraints

    Full text link
    Finding correspondences in wide baseline setups is a challenging problem. Existing approaches have focused largely on developing better feature descriptors for correspondence and on accurate recovery of epipolar line constraints. This paper focuses on the challenging problem of finding correspondences once approximate epipolar constraints are given. We introduce a novel method that integrates a deformation model. Specifically, we formulate the problem as finding the largest number of corresponding points related by a bounded distortion map that obeys the given epipolar constraints. We show that, while the set of bounded distortion maps is not convex, the subset of maps that obey the epipolar line constraints is convex, allowing us to introduce an efficient algorithm for matching. We further utilize a robust cost function for matching and employ majorization-minimization for its optimization. Our experiments indicate that our method finds significantly more accurate maps than existing approaches

    Decoupled Sampling for Real-Time Graphics Pipelines

    Get PDF
    We propose decoupled sampling, an approach that decouples shading from visibility sampling in order to enable motion blur and depth-of-field at reduced cost. More generally, it enables extensions of modern real-time graphics pipelines that provide controllable shading rates to trade off quality for performance. It can be thought of as a generalization of GPU-style multisample antialiasing (MSAA) to support unpredictable shading rates, with arbitrary mappings from visibility to shading samples as introduced by motion blur, depth-of-field, and adaptive shading. It is inspired by the Reyes architecture in offline rendering, but targets real-time pipelines by driving shading from visibility samples as in GPUs, and removes the need for micropolygon dicing or rasterization. Decoupled Sampling works by defining a many-to-one hash from visibility to shading samples, and using a buffer to memoize shading samples and exploit reuse across visibility samples. We present extensions of two modern GPU pipelines to support decoupled sampling: a GPU-style sort-last fragment architecture, and a Larrabee-style sort-middle pipeline. We study the architectural implications and derive end-to-end performance estimates on real applications through an instrumented functional simulator. We demonstrate high-quality motion blur and depth-of-field, as well as variable and adaptive shading rates
    • …
    corecore