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Design of a 3D Graphics Geometry Accelerator using the Programmable Vertex Shader  

Ha Jin-Seok (Department of Computer Engineering, Seokyeong University)
Jeong Hyung-Gi (Department of Computer Engineering, Seokyeong University)
Kim Sang-Yeon (Department of Computer Engineering, Seokyeong University)
Lee Kwang-Yeob (Department of Computer Engineering, Seokyeong University)
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Abstract
A Vertex Shader is designed to show more 3D graphics expressions, and to increase flexibility of the fixed function T&L (Transform and Lighting) engine. Design of this Shader is based on Vertex Shader 1.1 of DirectX 8.1 and OpenGL ARB. The Vertex Shader consists of four floating point ALUs for vectors operation. The previous 32bits floating point data type is replaced to 24bits floating point data type in order to design the Vertex Shader that consume low-power and occupy small area. A Xilinx Virtex2 300M gate module is used to verify behaviour of the core. The result of Synopsys synthesis shows that the proposed Vertex Shader performs 115MHz speed at the TSMC 0.13um process and it can operate as the rate of 12.5M Polygons/sec. It shows the complexity of 110,000 gates in the same process.
Keywords
Vertex Shader; Geometry processor; OpenGL; 3D Graphics;
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