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博碩士論文 etd-0905107-125938 詳細資訊
Title page for etd-0905107-125938
論文名稱
Title
三維呈像之進階材質單元設計
Advanced Texture Unit Design for 3D Rendering System
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
56
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2007-07-24
繳交日期
Date of Submission
2007-09-05
關鍵字
Keywords
材質快取記憶體、雙線性過濾器、材質貼圖、材質單元
texture mapping, texture unit, tri-linear filtering, texture cache, bi-linear filtering
統計
Statistics
本論文已被瀏覽 5634 次,被下載 1663
The thesis/dissertation has been browsed 5634 times, has been downloaded 1663 times.
中文摘要
為了達到更真實的視覺效果,材質貼圖在三維圖學應用上是相當重要且常被使用的技術。在許多進階的著色效果,包含陰影、環境與凹凸貼圖全都仰賴多樣化的材質貼圖功\能應用。因此,如何在三維呈像系統中設計一個有效率的材質單元是非常重要的。本論文所針對呈像系統,在像素填充率可達到每一個週期產生兩筆像素輸出下,提出一種進階材質單元設計方法。這組單元可以支援多種過濾功能,其中包含Nearest neighbor, Bi-linear與Tri-linear filtering。它也能夠支援mip-map功能,使得在進行呈像過程中自動的選擇最好的材質圖片。此外,為了提供這些複雜的過濾功\能,必須提供大量的圖素讀取以供運算,在材質快取記憶體的設計上採用交錯的記憶體設計,將資料分散到成四組記憶體中,可以提供每一個週期最多八筆圖素的輸出。在過濾單元設計上,為了減少算術單元的使用,本論文將常用的等式利用硬體共享的技術,減少硬體的使用。本論文提出的材質單元架構已經實做完成,且嵌入到三維呈像加速器中,透過與幾何模組整合到ARM versatile平台上,能夠在Linux環境下執行與OpenGL-ES軟體模組溝通,達到成功的軟硬體整合。本設計在0.18um製程下,時脈可達到150Mhz,且最高可以產生1.2G texel/s。
Abstract
In order to achieve more realistic visual effect, the texturing mapping has become a very important and popular technique used in three-dimensional (3D) graphic. Many advanced rendering effects including shadow, environment, and bump mapping all depend on various applications of texturing function. Therefore, how to design an efficient texture unit is very important for 3D graphic rendering system. This thesis proposes an advanced texture unit design targeted for the rendering system with the fill rate of two fragments per cycle. This unit can support various filtering functions including nearest neighbor, bi-linear and tri-linear filtering. It can also provide the mip-map function to automatically select the best texture images for rendering. In order to realize the high texel throughput requirement for some complex filtering function, the texture cache has been divided into four banks such that up to eight texels can be delivered every cycle. The data-path design for the filtering unit has adopted the common expression sharing technique to reduce the required arithmetic units. The proposed texturing unit architecture has been implemented and embedded into a 3D rendering accelerator which has been integrated with OpenGL-ES software module, Linux operation system and geometry module, and successfully prototyped on the ARM versatile platform. With the 0.18um technology, this unit can run up to 150 Mhz, and provide the peak throughput of 1.2G texel/s.
目次 Table of Contents
第1章 簡介 1
1.1 研究動機 1
1.2 論文架構 2
第2章 研究背景及相關研究 3
2.1 TEXTURE介紹 4
2.1.1 Texture Mapping 5
2.1.2 Texture Filtering 6
2.1.3 Texture Wrapping 10
2.2 FILTERING ALGORITHM 10
2.2.1 Nearest Neighbor 11
2.2.2 Bi-linear Filtering 11
2.2.3 Tri-linear Filtering 12
2.2.4 MIP-map 13
第3章 三維呈像之材質單元硬體架構 16
3.1 材質快取記憶體硬體設計 16
3.1.1 材質快取記憶體硬體架構 17
3.1.2 材質快取記憶體效能分析 17
3.1.3 材質快取記憶體之硬體支援 19
3.1.4 材質快取記憶體之資料排列 20
3.2 材質快取記憶體位址產生器 22
3.3 材質快取記憶體之標籤設計 23
3.4 材質基底位址表格 25
3.5 材質過濾器硬體架構 26
3.5.1 Nearest Neighbor 27
3.5.2 線性內插 27
3.5.3 雙線性過濾器 27
3.5.4 三重線性過濾器 28
3.5.5 可組態化材質過濾單元 29
3.6 TEXTURE ENVIRONMENT 30
3.7 貼圖單元硬體架構 32
第4章 設計、驗證及測試環境 34
4.1 設計模型 34
4.2 軟體驗證 34
4.3 RTL驗證 35
4.4 NLINT 37
4.5 CODE CONVERGE 37
4.6 GATE LEVEL VERIFICATION 38
4.7 SYSTEM LEVEL VERIFICATION 38
第5章 實驗結果 39
5.1 軟硬體介面規格 39
5.2 實驗結果 41
5.2.1 Bi-linear Filtering 41
5.2.2 MIP-map 42
5.2.3 各種材質過濾演算法之比較 42
5.2.4 硬體合成 43
第6章 結論與未來目標 45
6.1.1 結論 45
6.1.2 未來目標 45
第7章 參考文獻 47
參考文獻 References
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