Abstract:
PURPOSE: A three-dimensional texture based volume graphic structure using a visibility-ordered division rendering algorithm and a method therefor are provided to prevent lowering of performance and reduce the size of a required bandwidth. CONSTITUTION: A volume divider(20) decides the size of division volume regions and an order for processing through view point plane of one volume data, and the size and position information of volume information, and generates a three-dimensional texture map. A section generator(40) generates sections of the divided regions by receiving position information of the divided regions and the number of sections per divided region. A geometry operation unit(50) geometrically operates the sections. A three-dimensional texture mapping(60) generates the sections into preliminarily generated three-dimensional texture through the volume information of the corresponding region. An alpha blender(70) alpha-blends the sections one by one. A pixel cache(80) reads the corresponding section information from a frame memory(100) storing the blended section information by the section units to store the read section information, and is used as a cache between the alpha blender and the frame memory.
Abstract:
PURPOSE: A method of compressing a phase of three-dimensional graphic data using weighted vector sum is provided to compress three-dimensional graphic data in consideration of variations in previous data items to improve compression efficiency. CONSTITUTION: A start triangle is arbitrarily selected. Triangle data to be compressed is inputted(S50). Initial three points are set using one of vertexes of a triangle that was not processed is used as a start point, and the nth vertex is inputted(S52). The sum of vectors is estimated(S54). A difference between a weighted vector sum and actual vertexes is delta-encoded. A difference between an estimated value and an actual value is calculated and stored(S55). Huffman table is constructed on the basis of the delta-encoded value(S56). Huffman tag and encoding data are output. Huffman encoding is performed using the Huffman table and the encoding result is output(S57,S58).
Abstract:
본 발명은 뷰-의존 LOD(Level Of Detail) 메쉬를 효과적으로 렌더링하기 위한 스킵 스트립(skip strip) 구조에서 반복 정점을 효과적으로 제거하여 디스플레이를 위한 삼각형 스트립을 효과적으로 생성하는 효율적인 삼각형 스트립의 필터링 방법을 제공하기 위한 것으로서, 3차원 그래픽 영상에서 삼각형으로 구성되는 삼각형 메쉬를 삼각형 스트립으로 표현하는 단계와, 상기 생성된 삼각형 메쉬에 대해 선축약(edge collapse) 연산자와 같은 간략한 과정을 상기 삼각형의 두 정점에 적용하는 단계와, 상기 간략화 과정을 스킵 스트립으로 표현하는 단계와, 상기 스킵 스트립에서 추출된 삼각형 스트립을 퇴화 삼각형 제거 필터(Degenerate Triangle Free-Filter : DTFF)를 통해 삼각형을 이루는 정점들만 추출하여 이 추출된 유효한 삼각형을 이용하여 삼각형 스트립으로 정점들을 최적화 시키는 단계와, 상기 유효한 삼각형을 이용하여 삼각형 스트립으로 최적화된 정점들을 그래픽 엔진으로 보내 렌더링을 수행하는 단계를 포함하여 이루어지는데 있다. 3차원 그래픽스 하드웨어, 삼각형 메쉬, 삼각형 스트립, 스킵 스트립, LOD
Abstract:
PURPOSE: A spiral type phase compression method for the 3 dimensional graphic data is provided to execute a compression by converting a triangle mesh into a triangle strip of spiral type in order to dissolve the bottleneck of a memory bus bandwidth while transferring data to a 2 dimensional graphic pipeline. CONSTITUTION: The method comprises steps of selecting a start or restart triangle at random and initializing a search, searching a near triangle being not added to a strip, examining a vertex of the searched triangle, increasing the degree and moving the base vertex pointer, adding a present chain pointer and triangle to the strip, searching the triangle near the base vertex, adding the searched triangle to a triangle strip, moving the base vertex and searching the remaining triangle if a triangle not added to the triangle strip exists.
Abstract:
PURPOSE: An antialiasing apparatus and a method thereof are provided to effectively spare the size of a memory and a memory bandwidth while providing antialiased video of high quality. CONSTITUTION: A geometry processor(210) executes rotation, coordinate change, and size transformation as to three-dimensional model data transmitted through an API(Application Program Interface)(100). A rasterizer(221) transforms the three-dimensional model data into two-dimensional picture coordinates, and generates fragments as to polygonal data forming the three-dimensional model. A video generator(222) removes hidden surface of the generated fragments and executes an image mapping process for realistic images. A frame buffer(223) stores a coverage mask, a depth value, and a color value of a survived fragment in newly inputted fragments. An RUF(Recently Used Fragment) buffer(224) stores the coverage mask, an object tag, and the color value of the survived fragment.
Abstract:
PURPOSE: An antialiasing apparatus and a method thereof are provided to effectively spare the size of a memory and a memory bandwidth while providing antialiased video of high quality. CONSTITUTION: A geometry processor(210) executes rotation, coordinate change, and size transformation as to three-dimensional model data transmitted through an API(Application Program Interface)(100). A rasterizer(221) transforms the three-dimensional model data into two-dimensional picture coordinates, and generates fragments as to polygonal data forming the three-dimensional model. A video generator(222) removes hidden surface of the generated fragments and executes an image mapping process for realistic images. A frame buffer(223) stores a coverage mask, a depth value, and a color value of a survived fragment in newly inputted fragments. An RUF(Recently Used Fragment) buffer(224) stores the coverage mask, an object tag, and the color value of the survived fragment.
Abstract:
PURPOSE: A method of compressing a phase of three-dimensional graphic data using weighted vector sum is provided to compress three-dimensional graphic data in consideration of variations in previous data items to improve compression efficiency. CONSTITUTION: A start triangle is arbitrarily selected. Triangle data to be compressed is inputted(S50). Initial three points are set using one of vertexes of a triangle that was not processed is used as a start point, and the nth vertex is inputted(S52). The sum of vectors is estimated(S54). A difference between a weighted vector sum and actual vertexes is delta-encoded. A difference between an estimated value and an actual value is calculated and stored(S55). Huffman table is constructed on the basis of the delta-encoded value(S56). Huffman tag and encoding data are output. Huffman encoding is performed using the Huffman table and the encoding result is output(S57,S58).
Abstract:
PURPOSE: A method for filtering a triangle strip in a view-dependent LOD(Level Of Detail)-based rendering system is provided to effectively remove a repetitive apex except a swap calculation, thereby effectively rendering a triangle mesh. CONSTITUTION: The triangular mesh constructed by a triangle in a three dimensional graphic image is expressed by a triangle strip for performing an efficient rendering(S10). A simplified operator such as an edge collapse in the triangle mesh is used to two apexes of the triangle, thereby simplifying the triangle mesh(S20). The triangle strip of the original mesh are replaced with an activated ancestor. The activation is an apex shown by the given view-dependent condition(S30). Apexes for forming a triangle are extracted from the triangle strip updated by a skip strip through a DTFF(Degenerate Triangle Free-Filter) and the apexes are optimized by using the extracted efficient triangle(S40). An efficient triangle is detected by the DTFF and the apexes optimized by the triangle strip is transmitted to a graphic engine, thereby performing the rendering(S50).
Abstract:
A method and apparatus for processing pixel rasterization in a 3D rendering processor is disclosed. According to the method and apparatus, the primary depth checking is performed before the performing of the texture mapping, and thus the unnecessary performing of the texture mapping can be removed. Also, the consistency problem can be simply and easily solved using the flag memory, and by performing the depth reading and depth checking twice, the hit rate of the pixel cache memory is heightened. Thus, the method and apparatus is effective in cost, performance, and power consumption.
Abstract:
PURPOSE: A three-dimensional texture based volume graphic structure using a visibility-ordered division rendering algorithm and a method therefor are provided to prevent lowering of performance and reduce the size of a required bandwidth. CONSTITUTION: A volume divider(20) decides the size of division volume regions and an order for processing through view point plane of one volume data, and the size and position information of volume information, and generates a three-dimensional texture map. A section generator(40) generates sections of the divided regions by receiving position information of the divided regions and the number of sections per divided region. A geometry operation unit(50) geometrically operates the sections. A three-dimensional texture mapping(60) generates the sections into preliminarily generated three-dimensional texture through the volume information of the corresponding region. An alpha blender(70) alpha-blends the sections one by one. A pixel cache(80) reads the corresponding section information from a frame memory(100) storing the blended section information by the section units to store the read section information, and is used as a cache between the alpha blender and the frame memory.