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  1. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware (HWWS '00)
  2. Tiled polygon traversal using half-plane edge functions
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Algorithms for division free perspective correct rendering
Tiled polygon traversal using half-plane edge functions
Polygon rendering on a stream architecture
Hardware-accelerated free-form deformation
Towards hardware implementation of loop subdivision
Towards interactive bump mapping with anisotropic shift-variant BRDFs
Adaptive view dependent tessellation of displacement maps
Single-pass full-screen hardware accelerated antialiasing
Prefiltered antialiased lines using half-plane distance functions
Tracking graphics state for networked rendering
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization
GI-cube: an architecture for volumetric global illumination and rendering
The RACE II engine for real-time volume rendering

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Tiled polygon traversal using half-plane edge functions

Content Provider ACM Digital Library
Author McCormack, Joel McNamara, Robert
Abstract Existing techniques for traversing a polygon generate fragments one (or more) rows or columns at a time. (A fragment is all the information needed to paint one pixel of the polygon.) This order is non-optimal for many operations. For example, most frame buffers are tiled into rectangular pages, and there is a cost associated with accessing a different page. Pixel processing is more efficient if all fragments of a polygon on one page are generated before any fragments on a different page. Similarly, texture caches have reduced miss rates if fragments are generated in tiles (and even tiles of tiles) whose size depends upon the cache organization.We describe a polygon traversal algorithm that generates fragments in a tiled fashion. That is, it generates all fragments of a polygon within a rectangle (tile) before generating any fragments in another rectangle. For a single level of tiling, our algorithm requires one additional saved context (the values of all interpolator accumulators, such as Z depth, Red, Green, Blue, etc.) over a traditional traversal algorithm based upon half-plane edge functions. An additional level of tiling requires another saved context for the special case of rectangle copies, or three more for the general case. We describe how to use this algorithm to generate fragments in an optimal order for several common scenarios.
Starting Page 15
Ending Page 21
Page Count 7
File Format PDF
ISBN 1581132573
DOI 10.1145/346876.346882
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2000-08-01
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Tiling Rasterization Graphics accelerators
Content Type Text
Resource Type Article
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