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Implementing Graphics Shaders Using FPGAs

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Field Programmable Logic and Application (FPL 2004)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3203))

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Abstract

There are many similarities between modern 3D graphics chips and FPGAs: a shader based graphic chip can be viewed as a highly domain specific and very coarse-grained reconfigurable logic device. Our goal is to see how a finegrained FPGA can be used to implement the pixel and vertex shader stages of a graphics pipeline, and how well the two methods compare in terms of speed, power, flexibility, and usability, initially by implementing Direct-X 9 pixel shader programs using Xilinx Virtex-II FPGAs.

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© 2004 Springer-Verlag Berlin Heidelberg

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Thomas, D.B., Luk, W. (2004). Implementing Graphics Shaders Using FPGAs. In: Becker, J., Platzner, M., Vernalde, S. (eds) Field Programmable Logic and Application. FPL 2004. Lecture Notes in Computer Science, vol 3203. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30117-2_163

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  • DOI: https://doi.org/10.1007/978-3-540-30117-2_163

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22989-6

  • Online ISBN: 978-3-540-30117-2

  • eBook Packages: Springer Book Archive

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