Advanced animation and rendering techniques
Advanced animation and rendering techniques
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
Rapid evaluation of Catmull-Clark subdivision surfaces
Proceedings of the seventh international conference on 3D Web technology
A Real-Time Configurable Shader Based on Lookup Tables
CW '02 Proceedings of the First International Symposium on Cyber Worlds (CW'02)
3D graphics LSI core for mobile phone "Z3D"
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficient BRDF importance sampling using a factored representation
ACM SIGGRAPH 2004 Papers
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
IEEE Micro
Power analysis of mobile 3D graphics
Proceedings of the conference on Design, automation and test in Europe: Proceedings
ACM SIGGRAPH 2006 Papers
Inverse shade trees for non-parametric material representation and editing
ACM SIGGRAPH 2006 Papers
OpenKODE: an open mobile media development environment
ACM SIGGRAPH 2006 Courses
Catmull-Clark subdivision for geometry shaders
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Approximating subdivision surfaces with Gregory patches for hardware tessellation
ACM SIGGRAPH Asia 2009 papers
Interactive rendering with arbitrary BRDFs using separable approximations
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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This paper presents a new graphics architecture enabling content-rich applications for the embedded space by extending hardware architecture in two main areas - geometry processing and configurable per-fragment shading. Our first contribution combines vertex cache and a programmable geometry engine that handles both fixed and variable size geometrical primitives completely on-chip. It enables subdivision surface tessellation, silhouette rendering and other geometry processing algorithms to be implemented in one pass and without external memory access. Our second contribution is in configurable per-fragment shading that is mainly a dot product + lookup table machine being versatile enough to realize Cook-Torrance shading, Schlick anisotropy model and others. Memory storage and memory bandwidth are reduced in proposed architecture as both compact geometry and material descriptions are possible, enabling complex shapes and sophisticated shading models in embedded space. The architecture has complete HDL and ASIC implementations and was demonstrated during the ESEC 2008 exhibition in Japan. Exposing all the features of our architecture via OpenGL ES 1.X and 2.0 API enabled extended OpenGL ES engines from Rightware Oy to run on our ASIC implementations.