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dc.contributor.authorChiueh, Tzi-ckeren_US
dc.contributor.editorA. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneideren_US
dc.date.accessioned2014-02-06T14:57:00Z
dc.date.available2014-02-06T14:57:00Z
dc.date.issued1997en_US
dc.identifier.isbn0-89791-961-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH97/069-077en_US
dc.description.abstractWith the advent of virtual reality and other visual applications that require photo and cinema realism, 3D graphics hardware has started to enter into the main stream. This paper describes the design and evaluation of a cost-effective highperformance 3D graphics system called Heresy that is based on virtual image-space architecture. Heresy features three novel architectural mechanisms. First, the lazy shading mechanism renders the shading computation effort to be proportional to the screen area but independent of the scene complexity. Second, the speculative Z-buffer hardware allows one-cycle Z-value comparison, as opposed to four cycles in conventional designs. Third, to avoid the intermediate sorting required by virtual image-space rasterization architecture, we develop an innovative display database traversal algorithm that is tailored to given user projection views. With this technique, the sorting-induced delay and extra memory requirements associated with image-order rasterization are completely eliminated. By replicating the Heresypipeline, it is estimated that the overall performance of the system can reach over 1 million Gouraud-shaded and 2D mip-mapped triangles per second at 20 frames/set with 1K x 1K resolution per frame.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleHeresy: A Virtual Image-Space 3D Rasterization Architectureen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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