A Hierarchical Triangle-Level Culling Technique for Tile-Based Rendering

Current 3D graphics rendering relies on tens of thousand triangles to generate realistic images on screen. As the number of triangles increases, no specific order for their input sequence exists, thus, many triangles that do not contribute to a final image must still be rasterized and shaded. This study proposes a triangle-level hierarchical culling technique for tile-based rendering. With a novel hardware efficient technique focuses on the depth and coverage relationships among triangles, the invisible triangles can now be culled right after geometry stage. Intended advantages include: cull invisible triangles earlier, reduce storage pressure, reduce triangle and list data accesses (from external memory) during rendering. The results show the proposed mechanism culls 32.99% of triangles before rasterization. In addition, about 15% of storage requirements and external memory transfer are reduced as well.

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