期刊文献+

图形处理器中光照和纹理映射的设计与仿真实现 被引量:13

Design and Simulation of Lighting and Texture Mapping in GPU
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摘要 图形处理器(GPU)通常采用流水线体系结构,遵循通用图形接口规范。在分析图形处理器的工作原理和体系结构的基础上,提出了改进的实用型流水线设计结构,并对每个功能模块进行了分析。对光照和纹理映射部分进行了深入研究,提出了具体的设计方法。通过软件仿真的结果验证了设计的正确性。最后针对光照和纹理映射的特点,提出了可编程处理器及其硬件结构。 Graph Process Unit(GPU) usually adopts a pipelined architecture,and implements some general computer graphics API.This paper analysed the working principle and architecture of GPU,and proposed an improved practical pipeline structure.Every module of the pipeline was analyzed.This paper focused on the parts of lighting and texture mapping which demand intensive calculations,and presented a design method.The design method has been validated with software simulation and applied in the design of a hardware prototype.In addition,this paper also proposed a programmable architecture for lighting and texture calculations based on the results of simulation study.
出处 《计算机科学》 CSCD 北大核心 2011年第2期284-287,301,共5页 Computer Science
关键词 光照 纹理映射 体系结构 流水线 图形处理器 Lighting Texture mapping Architecture Pipeline GPU
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