An Embedded GPU Triangle Rasterization Algorithm for Hardware Implementation
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Abstract
In Embedded GPU, Triangle rasterization is an important factor in determining the performance of graphics processors. Traditional algorithms generate several redundant pixels and cut down the efficiency of GPU. A recursive triangular rasterization algorithm is proposed for tile-based embedded GPU. In addition, the triangular rasterization will cause the aliasing of the graph. The super-sampling anti-aliasing algorithm, RGSS, is used and implemented only by addition and shift operations. The C + + language is used to implement the triangular rasterization and anti-aliasing algorithm. The results show that the rasterization algorithm can complete the rendering of any triangle, and the triangular anti-aliasing effect of RGSS anti-aliasing algorithm is obvious. Anti-aliasing algorithm can significantly improve the rasterization of the anti-aliasing effect and suitable for using in tiled base rendering embedded GPU.
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