Hardware Accelerated Shaders Using FPGAs

dc.contributor.authorGoddard, Lukeen_US
dc.contributor.authorStephenson, Ianen_US
dc.contributor.editorWen Tang and John Collomosseen_US
dc.date.accessioned2014-01-31T20:06:43Z
dc.date.available2014-01-31T20:06:43Z
dc.date.issued2009en_US
dc.description.abstractWe demonstrate that Field Programable Gate Arrays (FPGAs) can be used to accelerate shading of surfaces for production quality rendering (a task standard interactive graphics hardware is generally ill-suited to) by allowing circuits to be dynamically created at run-time on standard commercial logic boards. By compiling shaders to hardware descriptions, they can be executed on FPGA with the performance of hardware without sacrificing the flexibility of software implementations. The resulting circuits are fully pipelined, and for circuits within the capacity of the FPGA can shade MicroPolygons at a fixed rate independent of shader complexity.en_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US
dc.identifier.isbn978-3-905673-71-5en_US
dc.identifier.urihttps://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG09/109-116en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Graphics Processorsen_US
dc.titleHardware Accelerated Shaders Using FPGAsen_US
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