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Hexagonal storage scheme for interleaved frame buffers and textures
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Source SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware table of contents
Los Angeles, California
SESSION: Hardware table of contents
Pages: 33 - 40  
Year of Publication: 2005
ISBN:1-59593-086-8
Authors
Yosuke Bando  TOSHIBA Corporation
Takahiro Saito  TOSHIBA Corporation
Masahiro Fujita  TOSHIBA Corporation
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper presents a storage scheme which statically assigns pixel/texel coordinates to multiple memory banks in order to minimize frame buffer and texture memory access load imbalance. In this scheme, the pixels stored in a particular memory bank are placed at the center and the vertices of hexagons packed in the frame buffer By making these hexagons close to regular so that the pixel placement is uniform and isotropic, frame buffer and texture memory accesses are evenly distributed over the memory banks. The analysis of memory access patterns in rendering typical 3D graphics scenes shows that the hexagonal storage scheme can reduce rendering performance degradation due to bank conflicts by an average of 10% compared to the traditional rectangular storage scheme.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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{AMH02} Akenine-Möller T., Haines E.: Real-Time Rendering (second edition). A K Peters, Ltd., 2002.
 
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{Dee93} Deering M. F.: Data complexity for virtual reality: where do all the triangles go? In IEEE Virtual Reality Annual International Symposium (1993), pp. 357--363.
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Collaborative Colleagues:
Yosuke Bando: colleagues
Takahiro Saito: colleagues
Masahiro Fujita: colleagues