Configurable Graphics Pipeline Implementation Overview

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Dive into the detailed process of configuring and implementing a graphics pipeline, from understanding how computers draw to the C++ implementation of each stage. Explore the idea of transforming triangles with lighting effects, frame buffering, and pixel output to the host system.

  • Graphics Pipeline
  • Implementation
  • Computer Drawing
  • C++
  • Triangles

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Presentation Transcript


  1. Fixed-Function Configurable Graphics Pipeline Thomas Watson

  2. How do computers draw?

  3. Idea: Triangles Input Stream like AudioProcessor Transformation RotLocScale with DSP48 Rasterization Point -> Line -> Triangles -> Lighting? Frame buffer None -> ??? Output Stream pixels to host

  4. So you want hardware? Show me your algorithm first

  5. C++ implementation of each stage Mock pipeline - beginning to think in terms of hardware as soon as possible. Structs can be like wires Standard library has FIFOs Iteration and debugging much faster in software

  6. Pipeline Overview

  7. Triangle -> 3 vertices, one at a time

  8. x x y y X + z z

  9. Finally, divide by z

  10. mkConnectalTop | 7828(2.58%) | 7828(2.58%) | 0(0.00%) | 0(0.00%) | 10132(1.67%) | 0(0.00%) | 0(0.00%) | 10(0.36%) | under 13 ns 66 MHz at least

  11. 3. Notes Multiplication XiaoLin Wu's algorithm

  12. Multiplication came for free...if we ask nicely Worked when output of multiplication went directly to register

  13. Xiaolin Wu It's just drawing lines?

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