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Tile-based rendering (TBR) is 'the word' on the
street, and the new found popularity is a courtesy of the memory bandwidth
limitation of DDR memory we have seen in video cards such as the Geforce2. Tile
based rendering is nothing new though, for over three years now Imagination
technologies has been implementing it in their graphics chips and since then
they have been hollering about it's miraculous memory bandwidth saving
solutions. But two or three years ago gamers couldn't be bothered, and for very
good reasons too. We were happy with how our old cards rendered games, and
memory bandwidth limitations weren't a huge deal. More importantly, the video
cards that offered the technology didn't really do it for the average gamer in
terms of performance. The most recent TBR board we saw previously, neon250 (PowerVR
series 2), didn't have much more to offer other than some buggy drivers and sub
par performance, and TBR certainly didn't help it much. Although it is
noteworthy that while the neon250 wasn't a big success on the PC graphics
market, it currently powers Sega's DreamCast which has sold millions, and we
have seen some very visually impressive games on the console. We could start
ranting about how tile-based renderers can do this and that, but the true
appreciation for TBR is only realized when compared to the average Joe rendering
style of the other video cards. So a clarification of how a 3D accelerator works
in general is essential.
The Basics: The Conventional 3D
Graphics Processing - A virtual 3D world, such as in 3D
games, needs to be mathematically processed into a 2D image that is displayed on
our monitors through different stages. In a basic sense, the application or
platform provides a map or blue print if you will, of this 3D world. The 3D
processor understands this lay out as vertices that have a designated coordinate
in 3D space. Objects in this 3D space are modeled by polygons that are defined
by their surrounding vertices. Now depending on the observer's view of the 3D
scene, the 3D data has to transformed for each frame. Next stage is lighting,
which simply processes the light sources in the scene and how these lights
affect the appearance of the scene. Subsequently comes clipping that removes the
vertices that are not part of the observer's field of view. Note that clipping
does not mean removing the areas that are going to be behind other objects.
 
 
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