Chapter

Computational Science – ICCS 2005

Volume 3515 of the series Lecture Notes in Computer Science pp 224-231

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

  • Adrian SfartiAffiliated withUniversity of California
  • , Brian A. BarskyAffiliated withUniversity of California
  • , Todd J. KosloffAffiliated withUniversity of California
  • , Egon PasztorAffiliated withUniversity of California
  • , Alex KozlowskiAffiliated withUniversity of California
  • , Eric RomanAffiliated withUniversity of California
  • , Alex PerelmanAffiliated withUniversity of California

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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.