A hierarchical primitive lists structure for tile-based rendering

Chih Chieh Hsiao, Chung-Ping Chung, Hui Chin Yang

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

6 Scopus citations

Abstract

Tile-based rendering has been widely used in resource-limited graphic processing environments, e.g., for hand-held devices. Since large primitives may cover a significant number of tiles, they need to be recorded in the primitive lists of all related tiles. We propose a hierarchical primitive lists structure, which also copes with misaligned and non-square primitive problems, to minimize the primitive recording. Intended advantages include: reduced storage pressure, list building time, primitive retrieval counts for subsequent rendering, primitive data accesses (from external memory) during rendering, and possibly enhanced data locality/resource utilization if layer-based rendering is exploited. Based on this structure, we propose a primitive-hierarchy fitting (hardware) algorithm which, for a given primitive of any size and shape, determines a best way of storing it in the structure. Experimental results on Doom3 and Quake4 show 10% to 33% storage reduction with our full capability, compared with using square hierarchies only.

Original languageEnglish
Title of host publicationProceedings - 12th IEEE International Conference on Computational Science and Engineering, CSE 2009 - 7th IEEE/IFIP International Conference on Embedded and Ubiquitous Computing, EUC 2009
Pages408-413
Number of pages6
DOIs
StatePublished - 3 Dec 2009
Event7th IEEE/IFIP International Conference on Embedded and Ubiquitous Computing, EUC 2009 - Vancouver, BC, Canada
Duration: 29 Aug 200931 Aug 2009

Publication series

NameProceedings - 12th IEEE International Conference on Computational Science and Engineering, CSE 2009
Volume2

Conference

Conference7th IEEE/IFIP International Conference on Embedded and Ubiquitous Computing, EUC 2009
CountryCanada
CityVancouver, BC
Period29/08/0931/08/09

Keywords

  • Component
  • Graphic processing units
  • Graphics hardware
  • Tile-based rendering

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