dc.contributor.author | Ackermann, Hans-Josef | en_US |
dc.contributor.editor | W. Strasser | en_US |
dc.date.accessioned | 2014-02-06T14:30:47Z | |
dc.date.available | 2014-02-06T14:30:47Z | |
dc.date.issued | 1995 | en_US |
dc.identifier.isbn | - | en_US |
dc.identifier.issn | - | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH95/015-024 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Single Chip Hardware Support for Rasterization and Texture Mapping | en_US |
dc.description.seriesinformation | Tenth Eurographics Workshop on Graphics Hardware | en_US |