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 withCarnegie Mellon UniversityUniversity of California
  • , Brian A. BarskyAffiliated withCarnegie Mellon UniversityUniversity of California
  • , Todd J. KosloffAffiliated withCarnegie Mellon UniversityUniversity of California
  • , Egon PasztorAffiliated withCarnegie Mellon UniversityUniversity of California
  • , Alex KozlowskiAffiliated withCarnegie Mellon UniversityUniversity of California
  • , Eric RomanAffiliated withCarnegie Mellon UniversityUniversity of California
  • , Alex PerelmanAffiliated withCarnegie Mellon UniversityUniversity 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.