SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
FBRAM: a new form of memory optimized for 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
InfiniteReality: a real-time graphics system
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The design and analysis of a cache architecture for texture mapping
Proceedings of the 24th annual international symposium on Computer architecture
Prefetching in a texture cache architecture
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A parallel algorithm for polygon rasterization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Incremental and hierarchical Hilbert order edge equation polygon rasterizatione
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
Hexagonal storage scheme for interleaved frame buffers and textures
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Fast and reliable collision culling using graphics hardware
Proceedings of the ACM symposium on Virtual reality software and technology
Fast and Reliable Collision Culling Using Graphics Hardware
IEEE Transactions on Visualization and Computer Graphics
ACM Transactions on Graphics (TOG)
Practical logarithmic rasterization for low-error shadow maps
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Technical Section: Area-efficient pixel rasterization and texture coordinate interpolation
Computers and Graphics
Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Hardware implementation of micropolygon rasterization with motion and defocus blur
Proceedings of the Conference on High Performance Graphics
Hierarchical stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Proceedings of the 2011 SIGGRAPH Asia Conference
Image-based fast small triangle rasterization
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
Computer Graphics Forum
Rasterization system for mobile device
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part V
Study on rasterization algorithm for graphics acceleration system
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part V
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Existing techniques for traversing a polygon generate fragments one (or more) rows or columns at a time. (A fragment is all the information needed to paint one pixel of the polygon.) This order is non-optimal for many operations. For example, most frame buffers are tiled into rectangular pages, and there is a cost associated with accessing a different page. Pixel processing is more efficient if all fragments of a polygon on one page are generated before any fragments on a different page. Similarly, texture caches have reduced miss rates if fragments are generated in tiles (and even tiles of tiles) whose size depends upon the cache organization.We describe a polygon traversal algorithm that generates fragments in a tiled fashion. That is, it generates all fragments of a polygon within a rectangle (tile) before generating any fragments in another rectangle. For a single level of tiling, our algorithm requires one additional saved context (the values of all interpolator accumulators, such as Z depth, Red, Green, Blue, etc.) over a traditional traversal algorithm based upon half-plane edge functions. An additional level of tiling requires another saved context for the special case of rectangle copies, or three more for the general case. We describe how to use this algorithm to generate fragments in an optimal order for several common scenarios.