Block- and band-oriented traversal in three-dimensional triangle rendering
DCFirst Claim
1. In a graphics system, a computer-implemented method of traversing and rendering a graphic primitive represented in screen space, comprising the steps of:
- a) determining a block dimension;
b) subdividing the screen space according to the block dimension to define a plurality of blocks;
c) for each block containing at least a portion of the graphic primitive;
c.1) defining a plurality of spans within the block, the spans collectively providing a representation of the portion of the graphic primitive corresponding to the block; and
c.2) performing a texture mapping operation on each defined span.
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Abstract
A system and method for traversing and rendering a graphic primitive represented in screen space, employing block- and band-oriented traversal algorithms in texture mapping. Improved performance is achieved through burst-mode texture access and texture caching in connection with a texture map subdivided into squares. Block- and band-oriented traversal facilitates minimization of page breaks and texture cache swap-out. Improved determinism is facilitated by obviating the need for pixel sorting algorithms. Improved re-use of retrieved data segments in burst-mode access is facilitated.
101 Citations
21 Claims
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1. In a graphics system, a computer-implemented method of traversing and rendering a graphic primitive represented in screen space, comprising the steps of:
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a) determining a block dimension; b) subdividing the screen space according to the block dimension to define a plurality of blocks; c) for each block containing at least a portion of the graphic primitive; c.1) defining a plurality of spans within the block, the spans collectively providing a representation of the portion of the graphic primitive corresponding to the block; and c.2) performing a texture mapping operation on each defined span. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)
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16. In a graphics system, a computer-implemented method of traversing and rendering a graphic primitive represented in screen space, comprising the steps of:
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a) defining a plurality of spans, collectively providing a representation of the graphic primitive; and b) performing a texture mapping operation on each defined span, by; b.1) for each defined span, determining a corresponding texture space line segment in a texture map, the texture map being subdivided into a plurality of texture map divisions; b.2) retrieving data from the texture map representing the texture space line segment, using burst-mode access to retrieve data corresponding to a selected texture map division; and b3) storing the retrieved data in a texture cache; wherein b.2) further comprises selectively retrieving data from the texture cache. - View Dependent Claims (17, 18)
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19. A system for traversing and rendering a graphic primitive represented in screen space, comprising:
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a primitive setup module for defining and storing representations of a graphic primitive; a frame buffer subdivided according to a block dimension to define a plurality of blocks in screen space; an edge-walk module, coupled to the primitive setup module, for, for each block containing at least a portion of the graphic primitive, performing edge-walking traversal on the portion of the graphic primitive corresponding to the block, to define a plurality of spans; and a span-walk module, coupled to the edge-walk module, for performing span-walking traversal on a span defined by the edge-walk module; and a texture mapping engine coupled to the span-walk module, for performing a texture mapping operation on the span and writing the result to the frame buffer. - View Dependent Claims (20, 21)
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Specification