dc.contributor.author | Anderson, Bruce | en_US |
dc.contributor.author | MacAulay, Rob | en_US |
dc.contributor.author | Stewart, Andy | en_US |
dc.contributor.author | Whitted, Turner | en_US |
dc.contributor.editor | A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider | en_US |
dc.date.accessioned | 2014-02-06T14:57:01Z | |
dc.date.available | 2014-02-06T14:57:01Z | |
dc.date.issued | 1997 | en_US |
dc.identifier.isbn | 0-89791-961-0 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH97/097-101 | en_US |
dc.description.abstract | This paper describes design tradeoffs in a very low cost rasterizer circuit targeted for use in a video game console. The greatest single factor affecting such a design is the character of memory to which the image generator is connected. Low costs generally constrain the memory dedicated to image generation to be a single package with a single set of address and data lines. While overall memory bandwidth determines the upper limit of performance in such a small image generator, memory latency has a far greater effect on the design. The use of Rambus memory provides more than enough aggregate bandwidth for a frame buffer as long as blocks of pixels are moved in each transfer, but its high latency can stall any processor not matched to the memory. The design described here utilizes a long pixel pipeline to match its internal processing latency to the external frame buffer memory latency. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Accommodating Memory Latency In A Low-cost Rasterizer | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |