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[Keyword] antialiasing(3hit)

1-3hit
  • Efficient Edge Function Based Anisotropic Texture Filtering

    Hyun-Chul SHIN  Jin-Aeon LEE  Lee-Sup KIM  

     
    LETTER-Computer Graphics

      Vol:
    E87-A No:4
      Page(s):
    964-970

    In texture mapping, anisotropic filtering methods, which require more texels, have been proposed for high-quality images. Memory bandwidth, however, is still limited by a bottleneck in the texture-filtering hardware. In this paper, we propose anisotropic texture filtering based on edge function. In generating the weight that plays a key role in filtering texels loaded from memory, the edge function gives accurate contribution of texels to the pixel intensity. The quality of images is superior to other methods. For images of the same quality, our method requires less than half the texels of other methods. In other words, the improvement in performance is more than twice that of other methods.

  • An Efficient Fragment Processing Technique in A-Buffer Implementation

    Donghyun KIM  Lee-Sup KIM  

     
    PAPER-Computer Graphics

      Vol:
    E87-A No:1
      Page(s):
    258-269

    In this paper, a fragment-processing solution in 3D graphics rendering algorithms based on fragment lists (i.e. A-buffer) for minimizing loss of image quality is described. While all fragment information should be preserved for exact hidden surface removal, this places additional strain on hardware in terms of silicon gates and clock cycles. Therefore, we propose a fragment processing technique that can effectively merge fragments in order to decrease the depth of fragment lists. It renders scenes quite accurately even in the case when three fragments intersect each other. This algorithm improves hardware acceleration without deteriorating image quality.

  • A Single-Pass Antialiased Rasterization Processor

    Jin-Aeon LEE  Lee-Sup KIM  

     
    PAPER-Computer Graphics

      Vol:
    E84-A No:12
      Page(s):
    3152-3161

    Antialiased is one of challenging problems to be solved for the high fidelity image synthesis in 3D graphics. In this paper a rasterization processor which is capable of single-pass full-screen antialiasing is presented. To implement a H/W accelerated single-pass antialiased rasterization processor at the reasonable H/W cost and minimized processing performance degradation, our work is mainly focused on the efficient H/W implementation of a modified version of the A-buffer algorithm. For the efficient handling of partial-pixel fragments of the rasterization phase, a new partial-pixel-merging scheme and a simple and efficient new dynamic memory management scheme are proposed. For the final blending of partial-pixels without loss of generality, a parallel subpixel blender is introduced. To study the feasibility of the proposed rasterization processor as a practical rasterization processor, a prototype processor has been designed using a 0.35 µm EML technology. It operates 100 MHz @3.3 V and has the rendering performance from 25M to 80M pixel-fragments/sec depending on the scene complexity.