[Milkymist-devel] A Quadrilateral Rendering Primitive
Sébastien Bourdeauducq
sebastien.bourdeauducq at lekernel.net
Sun Nov 22 05:05:11 PST 2009
Thanks Bengt for pointing out this interesting paper:
http://vcg.isti.cnr.it/publications/papers/quadrendering.pdf
Abstract
The only surface primitives that are supported by common graphics hardware are
triangles and more complex shapes have to be triangulated before being sent to
the rasterizer. Even quadrilaterals, which are frequently used in many
applications, are rendered as a pair of triangles after splitting them along
either diagonal. This creates an undesirable C1 -discontinuity that is visible
in the shading or texture signal. We propose a new method that overcomes this
drawback and is designed to be implemented in hardware as a new rasterizer. It
processes a potentially non-planar quadrilateral directly without any
splitting and interpolates attributes smoothly inside the quadrilateral. This
interpolation is based on a recent generalization of barycentric coordinates
that we adapted to handle perspective correction and situations in which a
quadrilateral is partially behind the point of view.
It would be interesting to implement the presented method in Milkymist's TMU.
Probably not straight in Verilog as it would not be productive. I'm rather
thinking of using some higher-level dataflow language (such as Lucid) that
would be "compiled" into Verilog. But that's for way later.
Sébastien
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