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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© 2005 Springer-Verlag Berlin Heidelberg
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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. https://doi.org/10.1007/11428848_28
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DOI: https://doi.org/10.1007/11428848_28
Publisher Name: Springer, Berlin, Heidelberg
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