- Tiled rendering
Tiled rendering is the process of subdividing ("
tiling ") ascene by a regulargrid inimage space to facilitate the use of limited hardware rendering resources later in thepipeline .Major examples of this are:
*
PowerVR rendering architecture: The rasterizer consisted of a 32x32 tile into whichpolygon s wererasterize d across the image across multiplepixel s in parallel. On early PC versions, tiling was performed in thedisplay driver running on theCPU . In the application of theSega Dreamcast console, tiling was performed by a piece of hardware. This facilitated deferred rendering--only the visible pixels weretexture-mapped , savingshading calculations and texture-bandwidth.
*Xbox 360 : the GPU contains an embedded 10MBframebuffer ; this is not sufficient to rasterize an entire 1280x720 image with 4xanti-aliasing , so a tiling solution is superimposed.
* Implementations ofReyes rendering often divide the image into tile buckets.
* Pixel Planes 5 architecture (1991) [cite web | url=http://www.cs.unc.edu/~pxfl/history.html | title=History | work=Pixel-Planes | publisher=University of North Carolina at Chapel Hill | first=Jim | last=Mahaney | date=June 22 1998 | accessdate=2008-08-04]
*Microsoft Talisman (1996)References
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