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모바일 3D 그래픽스 가속기에 내장되는 지오메트리 엔진과 래스터라이져 엔진의 설계 및 구현
전둘봉(Dool-Bong Jeon),하진석(Jin-Seok Ha),이광엽(Kwang-Yeob Lee),박성모(Seong Mo Park),조승현(Seunghyun Cho) 대한전자공학회 2007 대한전자공학회 학술대회 Vol.2007 No.7
In this paper, we designed 3D graphics geometry engine and rasterizer engine for the efficient 3D graphics accelerator. The geometry engine, which performs the transformation and lighting operations of vertices. The rasterizer engine process frustum culling, back face culling, Y ixa- clipping and X-axis clipping. It supports gouraud shading with 16 bits depth values and 16 bits color values. Designed 3D graphics accelerator consists of 24 bit floating point data format and 16 bit fixed point data format. It is implemented with Xilinx-Virtex4 and ARM based SoC Platform. Performance of the geometry engine is maximum 20M polygon per second and performance of the rasterizer engine is maximum 52M pixels per second.
플랫폼 기반 3D 그래픽 Geometry Processor 구현
송인석(In-Seok Song),하진석,전둘봉(Dool-Bong Jeon),이광엽(Kwang-Yeob Lee),김원종(Won-Jong Kim),조한진(Han-Jin Cho) 대한전자공학회 2006 대한전자공학회 학술대회 Vol.2006 No.11
The geometry stage, which perform and lighting operations of vertices, became the critical part in 3D graphics pipeline. In this paper, we have planned and designed the Geometry Processor for the better and more efficient way to process the real-time 3D using the floating point unit. We also designed a verification system for Geometry engine. It is implemented with Xilinx- Virtex4 and ARM based SOC Platform. We did a verification of the processor at 25㎒ using SoC Base 1.0 Platform, and confirmed proper lighting process using three light of Ambient, Specular, Diffuse effect.