Publications(January 2002 - December 2002)
- T. Ikedo, "A Single Chip Graphics Processor of a
Billion Polygons Performance", Proceedings of An International
Symposium on Low-Power and High-Speed Chips, Cool Chips
V., Vol.1 (IEICE, IEEE, ACM Corporations), pp.319 - 326,
April, 2002
Abstract - Multimedia
systems supporting integration of multimodal, synthetic
imagery with digital audio and video data streams require
multigranular, parallel processing to meet growing demands
on the performance of such systems. Multimedia environments
that include realistic scenes will depend upon advanced
realtime graphic rendering technology that is currently
unavailable, but will soon be possible using ULSI with
10s of millions of gates. This paper describes various
modules of graphics functions embedded within a single
chip.
- T. Ikedo, "A Realtime Anti-Aliased Soft-Shadow
Casting Renderer", Internet Journal of 'Computer
Graphics & Geometry' Vol.4, No.2, Consortium "Geometrical
Education in New Information Technologies" http://www.ogg.ru/,
22 pages, Oct. 2002
Abstract - A renderer
for realtime soft shadow casting on the basis of a two-pass
z buffer (shadow mapping) has been developed, embedded
within an ASIC. Functions for erosive and penumbra effects,
along with a filtering method for shadow polygons to generate
soft shadows and shadows from transparent objects, are
newly defined. The renderer consists purely of hardware
modules, including multiple shadow buffers, bi-directional
IIR filters, and intensity modulation circuits, involving
textured and bump-mapped light-reflection shaders. It
produces a shadowed pixel at 0.8ns per pixel (1.2 billion
pixels), comprising a fully unidirectional pipeline architecture.
- T. Ikedo, "Technologies for Creating Realistic
Sights in Future Multimedia Systems" Journal of IEEE
Multimedia, Vol.9, N0.4, pp.56 - 72, Oct-Dec., 2002
Abstract - The heaviest
workload of Multimedia system has been considered on the
medium and fine-grain processing for sight and audio rendering.
One of the solutions to get both realtime and reality
in this area is how to cooperate the software and hardware
technologies. The paper describes focusing on the hardware
algorithms and architectures of light-reflection shading,
shadow casting, antialiasing and amorphous object rendering,
in order to obtain a realtime augmented reality environments
in future multimedia system. These modules perform rendering
speed of a billion polygons per second.
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