• Title/Summary/Keyword: geometry shader

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Design of a 3D Graphics Geometry Accelerator using the Programmable Vertex Shader (Programmable Vertex Shader를 내장한 3차원 그래픽 지오메트리 가속기 설계)

  • Ha Jin-Seok;Jeong Hyung-Gi;Kim Sang-Yeon;Lee Kwang-Yeob
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.9 s.351
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    • pp.53-58
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    • 2006
  • A Vertex Shader is designed to show more 3D graphics expressions, and to increase flexibility of the fixed function T&L (Transform and Lighting) engine. Design of this Shader is based on Vertex Shader 1.1 of DirectX 8.1 and OpenGL ARB. The Vertex Shader consists of four floating point ALUs for vectors operation. The previous 32bits floating point data type is replaced to 24bits floating point data type in order to design the Vertex Shader that consume low-power and occupy small area. A Xilinx Virtex2 300M gate module is used to verify behaviour of the core. The result of Synopsys synthesis shows that the proposed Vertex Shader performs 115MHz speed at the TSMC 0.13um process and it can operate as the rate of 12.5M Polygons/sec. It shows the complexity of 110,000 gates in the same process.

Mesh-based Marching Cubes on the GPU (메시 기반 GPU 마칭큐브)

  • Kim, Hyunjun;Kim, Dohoon;Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.1
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    • pp.1-8
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    • 2018
  • We propose a modified real-time marching cubes technique that extracts isosurfaces in the form of connected meshes instead of triangle soup. In this way, a various mesh-based isosurface rendering techniques can be implemented and additional information of the isosurfaces such as its topology can be extracted in real-time. In addition, we propose a real-time technique to extract adjacency-triangle structure for geometry shaders that can be used for various shading effects such as silhouette rendering. Compared with the previous technique that welds the output triangles of classical marching cubes, our technique shows up to 300% performance improvement.

Accelerating GPU-based Volume Ray-casting Using Brick Vertex (브릭 정점을 이용한 GPU 기반 볼륨 광선투사법 가속화)

  • Chae, Su-Pyeong;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.3
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    • pp.1-7
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    • 2011
  • Recently, various researches have been proposed to accelerate GPU-based volume ray-casting. However, those researches may cause several problems such as bottleneck of data transmission between CPU and GPU, requirement of additional video memory for hierarchical structure and increase of processing time whenever opacity transfer function changes. In this paper, we propose an efficient GPU-based empty space skipping technique to solve these problems. We store maximum density in a brick of volume dataset on a vertex element. Then we delete vertices regarded as transparent one by opacity transfer function in geometry shader. Remaining vertices are used to generate bounding boxes of non-transparent area that helps the ray to traverse efficiently. Although these vertices are independent on viewing condition they need to be reproduced when opacity transfer function changes. Our technique provides fast generation of opaque vertices for interactive processing since the generation stage of the opaque vertices is running in GPU pipeline. The rendering results of our algorithm are identical to the that of general GPU ray-casting, but the performance can be up to more than 10 times faster.

Real-time Volume Rendering using Point-Primitive (포인트 프리미티브를 이용한 실시간 볼륨 렌더링 기법)

  • Kang, Dong-Soo;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1229-1237
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    • 2011
  • The volume ray-casting method is one of the direct volume rendering methods that produces high-quality images as well as manipulates semi-transparent object. Although the volume ray-casting method produces high-quality image by sampling in the region of interest, its rendering speed is slow since the color acquisition process is complicated for repetitive memory reference and accumulation of sample values. Recently, the GPU-based acceleration techniques are introduced. However, they require pre-processing or additional memory. In this paper, we propose efficient point-primitive based method to overcome complicated computation of GPU ray-casting. It presents semi-transparent objects, however it does not require preprocessing and additional memory. Our method is fast since it generates point-primitives from volume dataset during sampling process and it projects the primitives onto the image plane. Also, our method can easily cope with OTF change because we can add or delete point-primitive in real-time.