New 3D Graphics Rendering Engine Architecture for Direct Tessellation of Spline Surfaces

  • Adrian Sfarti
  • Brian A. Barsky
  • Todd J. Kosloff
  • Egon Pasztor
  • Alex Kozlowski
  • Eric Roman
  • Alex Perelman
Conference paper

DOI: 10.1007/11428848_28

Part of the Lecture Notes in Computer Science book series (LNCS, volume 3515)
Cite this paper as:
Sfarti A. et al. (2005) New 3D Graphics Rendering Engine Architecture for Direct Tessellation of Spline Surfaces. In: Sunderam V.S., van Albada G.D., Sloot P.M.A., Dongarra J.J. (eds) Computational Science – ICCS 2005. ICCS 2005. Lecture Notes in Computer Science, vol 3515. Springer, Berlin, Heidelberg

Abstract

In current 3D graphics architectures, the bus between the triangle server and the rendering engine GPU is clogged with triangle vertices and their many attributes (normal vectors, colors, texture coordinates). We develop a new 3D graphics architecture using data compression to unclog the bus between the triangle server and the rendering engine. The data compression is achieved by replacing the conventional idea of a GPU that renders triangles with a GPU that tessellates surface patches into triangles.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2005

Authors and Affiliations

  • Adrian Sfarti
    • 1
  • Brian A. Barsky
    • 1
  • Todd J. Kosloff
    • 1
  • Egon Pasztor
    • 1
  • Alex Kozlowski
    • 1
  • Eric Roman
    • 1
  • Alex Perelman
    • 1
  1. 1.University of CaliforniaBerkeley

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