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Content Provider | IEEE Xplore Digital Library |
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Author | Hyun-Chul Shin Jin-Aeon Lee Lee-Sup Kim |
Copyright Year | 1993 |
Abstract | One of the most successful algorithms that bring realism to the world of three-dimensional (3-D) image generation is Phong shading. With the continuous improvement in VLSI technology and the demand for higher realism, this algorithm is amenable to the commercially available hardware implementation for real-time rendering in 3-D graphics. Taylor series approximation is appropriate for the hardware implementation of fast Phong shading. However, in this method, the exponentiation of the cosine term requires a very large ROM table. This paper describes the minimization of this overhead in terms of hardware size by proposing an adaptive-compressed nonuniform quantization method. With this method, the ROM table is reduced to 1/64th of the size required for a uniform quantization method while the picture quality is maintained. Due to the reduced ROM table size, the size of the total hardware required for fast Phong shading is minimized to 1/56th of the original size. |
Sponsorship | IEEE Computer Society Association for Computing Machinery (ACM)/SIGDA IEEE Computer Society Technical Committee on Design Automation |
Starting Page | 297 |
Ending Page | 304 |
Page Count | 8 |
File Size | 226772 |
File Format | |
ISSN | 10638210 |
Volume Number | 9 |
Issue Number | 2 |
Language | English |
Publisher | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
Publisher Date | 2001-04-01 |
Publisher Place | U.S.A. |
Access Restriction | One Nation One Subscription (ONOS) |
Rights Holder | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
Subject Keyword | Hardware Costs Read only memory Quantization Image generation Continuous improvement Very large scale integration Rendering (computer graphics) Graphics Taylor series |
Content Type | Text |
Resource Type | Article |
Subject | Electrical and Electronic Engineering Software Hardware and Architecture |
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