Abstract
In these days, we have high-performance massively parallel computing devices, as well as high-performance 3D graphics rendering devices. In this paper, we show a prototype implementation of a full-software 3D rasterizer system, based on the CUDA parallel architecture. While most of previous CUDA-based software rasterizer implementations focused on the triangle primitives, our system includes more 3D primitives, and extra 2D primitives, to fully support 3D graphics library features. Currently, our system is at its prototype implementation stage, and it shows successful results with 3D primitive handling and also character output features. Our design and implementation details are presented. More optimizations and fine tunes will be followed in near future.
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