摘要
Memory bandwidth is a bottleneck in current 3D graphics system. Traditional hidden surface removal Z-Buffer algorithm will result in memory bandwidth bottleneck in complex scenes. Its efficiency is low. Thus the hierarchical Z-Buffer, which is a reduced resolution of Z-Buffer, is proposed to remove hidden surface more efficiently. Here we present a two-level hierarchical Z-Buffer algorithm, which is suitable for 3D graphics hardware implementation. It is not application visible and can be integrated with the rendering pipelines smoothly. A bit-mask cache is added to solve the hierarchical Z-Buffer update problem. Performance under different hierarchical block sizes, bit-mask cache sizes and hierarchical Z-Buffer accuracy are analyzed. The simulation results show that the overall Z-Buffer access bandwidth can be reduced from 10 to 35 percent.
原文 | English |
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頁(從 - 到) | II/253-II/256 |
期刊 | Proceedings - IEEE International Symposium on Circuits and Systems |
卷 | 2 |
DOIs | |
出版狀態 | Published - 2002 |
事件 | 2002 IEEE International Symposium on Circuits and Systems - Phoenix, AZ, 美國 持續時間: 26 5月 2002 → 29 5月 2002 |