Single Chip Hardware Support for Rasterization and Texture Mapping
Abstract
Today's interactive 3D-applications on Pes demand efficient hardware support for functionality, e.g. shading and texture mapping. In this paper, I present an ASIC that integrates most of the 3D-reIated functionality defined in Intel's de-facto standard 3DR. As the chip was designed for real time environmental simulation systems, the main focus has been on texture mapping, which provides the most natural appearance at a moderate effort level. To avoid artifacts during texture mapping, the chip performs bi- or tri-linear blending on a MIPmap structure. Texture addresses are calculated perspective correct. A crucial problem concerning the tri-linear blending is the necessary data bandwidth between ASIC and the texture buffer. Therefore, I discuss several memory types and architectures for the texture buffer depending on performance, price and board space requirements. A short overview of different system architectures using the ASIC concludes the paper.
BibTeX
@inproceedings {10.2312:EGGH:EGGH95:015-024,
booktitle = {Tenth Eurographics Workshop on Graphics Hardware},
editor = {W. Strasser},
title = {{Single Chip Hardware Support for Rasterization and Texture Mapping}},
author = {Ackermann, Hans-Josef},
year = {1995},
publisher = {The Eurographics Association},
ISSN = {-},
ISBN = {-},
DOI = {10.2312/EGGH/EGGH95/015-024}
}
booktitle = {Tenth Eurographics Workshop on Graphics Hardware},
editor = {W. Strasser},
title = {{Single Chip Hardware Support for Rasterization and Texture Mapping}},
author = {Ackermann, Hans-Josef},
year = {1995},
publisher = {The Eurographics Association},
ISSN = {-},
ISBN = {-},
DOI = {10.2312/EGGH/EGGH95/015-024}
}