文件名称:graphics_pipeline
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Implementation of GPU (Graphics Processing Unit) that rendered triangle based models. Our goal was to generate complex models with a movable camera. We wanted to be able to render complex images that consisted of hundreds to thousands of triangles. We wanted to apply interpolated shading on the objects, so that they appeared more
smooth and realisitc, and to have a camera that orbitted around the object, which allowed us to
look arond the object with a stationary light source. We chose to do this in hardware, because our initial implementation using running software on the NIOS II processor was too slow. Implementing parallelism in hardware is also easier to do than in software, which allows for more efficiency. We used Professor Land s floating point hardware, which allowed us to do calculations efficiency, which is essential to graphics.
smooth and realisitc, and to have a camera that orbitted around the object, which allowed us to
look arond the object with a stationary light source. We chose to do this in hardware, because our initial implementation using running software on the NIOS II processor was too slow. Implementing parallelism in hardware is also easier to do than in software, which allows for more efficiency. We used Professor Land s floating point hardware, which allowed us to do calculations efficiency, which is essential to graphics.
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下载文件列表
graphics_pipeline
.................\.face_rom.v.swp
.................\calcMv.v
.................\calcMv.v.bak
.................\calcMvNormal.v
.................\calcMvNormal.v.bak
.................\Camera.v
.................\Camera.v.bak
.................\DE2_pin_assignments.csv
.................\face_rom.v
.................\face_rom.v.bak
.................\Floating_Point.v
.................\Floating_Point.v.bak
.................\graphics_pipeline.asm.rpt
.................\graphics_pipeline.cdf
.................\graphics_pipeline.done
.................\graphics_pipeline.fit.rpt
.................\graphics_pipeline.fit.smsg
.................\graphics_pipeline.fit.summary
.................\graphics_pipeline.flow.rpt
.................\graphics_pipeline.jdi
.................\graphics_pipeline.map.rpt
.................\graphics_pipeline.map.smsg
.................\graphics_pipeline.map.summary
.................\graphics_pipeline.merge.rpt
.................\graphics_pipeline.pin
.................\graphics_pipeline.qpf
.................\graphics_pipeline.qsf
.................\graphics_pipeline.qsf.bak
.................\graphics_pipeline.qws
.................\graphics_pipeline.sof
.................\graphics_pipeline.tan.rpt
.................\graphics_pipeline.tan.summary
.................\graphics_pipeline.v
.................\graphics_pipeline.v.bak
.................\Light_Fragment.v
.................\Light_Fragment.v.bak
.................\multipliers.v
.................\multipliers.v.bak
.................\normTrans.v.bak
.................\old files
.................\.........\calcMvNormal_11_25_2008.v
.................\.........\Rasterizer_11_07_2008_18_46.v
.................\.........\Rasterizer_11_07_2008_18_46.v.bak
.................\Rasterizer.v
.................\Rasterizer.v.bak
.................\Reset_Delay.v
.................\stp1.stp
.................\Transform.v
.................\Transform.v.bak
.................\vertex_rom.v
.................\vertex_rom.v.bak
.................\VGA_Audio_PLL.v
.................\VGA_Controller.v
.................\VGA_Param.h
.................\z_buffer.bsf
.................\z_buffer.cmp
.................\z_buffer.inc
.................\z_buffer.qip
.................\z_buffer.v
.................\z_buffer.v.bak
.................\z_buffer_bb.v
.................\z_buffer_inst.v
.................\.face_rom.v.swp
.................\calcMv.v
.................\calcMv.v.bak
.................\calcMvNormal.v
.................\calcMvNormal.v.bak
.................\Camera.v
.................\Camera.v.bak
.................\DE2_pin_assignments.csv
.................\face_rom.v
.................\face_rom.v.bak
.................\Floating_Point.v
.................\Floating_Point.v.bak
.................\graphics_pipeline.asm.rpt
.................\graphics_pipeline.cdf
.................\graphics_pipeline.done
.................\graphics_pipeline.fit.rpt
.................\graphics_pipeline.fit.smsg
.................\graphics_pipeline.fit.summary
.................\graphics_pipeline.flow.rpt
.................\graphics_pipeline.jdi
.................\graphics_pipeline.map.rpt
.................\graphics_pipeline.map.smsg
.................\graphics_pipeline.map.summary
.................\graphics_pipeline.merge.rpt
.................\graphics_pipeline.pin
.................\graphics_pipeline.qpf
.................\graphics_pipeline.qsf
.................\graphics_pipeline.qsf.bak
.................\graphics_pipeline.qws
.................\graphics_pipeline.sof
.................\graphics_pipeline.tan.rpt
.................\graphics_pipeline.tan.summary
.................\graphics_pipeline.v
.................\graphics_pipeline.v.bak
.................\Light_Fragment.v
.................\Light_Fragment.v.bak
.................\multipliers.v
.................\multipliers.v.bak
.................\normTrans.v.bak
.................\old files
.................\.........\calcMvNormal_11_25_2008.v
.................\.........\Rasterizer_11_07_2008_18_46.v
.................\.........\Rasterizer_11_07_2008_18_46.v.bak
.................\Rasterizer.v
.................\Rasterizer.v.bak
.................\Reset_Delay.v
.................\stp1.stp
.................\Transform.v
.................\Transform.v.bak
.................\vertex_rom.v
.................\vertex_rom.v.bak
.................\VGA_Audio_PLL.v
.................\VGA_Controller.v
.................\VGA_Param.h
.................\z_buffer.bsf
.................\z_buffer.cmp
.................\z_buffer.inc
.................\z_buffer.qip
.................\z_buffer.v
.................\z_buffer.v.bak
.................\z_buffer_bb.v
.................\z_buffer_inst.v