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研究生:蔡逢文
研究生(外文):Feng-wen Tsai
論文名稱:使用C語言編譯器的OpenGLES2.0模擬器
論文名稱(外文):An Emulator for OpenGL ES 2.0 based on C-language Compiler
指導教授:李宗南李宗南引用關係
指導教授(外文):Chung-nan Lee
學位類別:碩士
校院名稱:國立中山大學
系所名稱:資訊工程學系研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2008
畢業學年度:96
語文別:英文
論文頁數:53
中文關鍵詞:模擬器嵌入式系統
外文關鍵詞:Programmable PipelineEmbedded SystemEmulatorOpenGL ES 2.0
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OpenGL ES 2.0是由Khronos組織所制定的嵌入式系統3D繪圖技術且為目前最新版本,使用OpenGL ES 2.0需要shading language compiler和支援OpenGL ES 2.0的繪圖卡,如此一來,研發人員才能開發OpenGL ES 2.0應用程式,然而目前市面上還沒有支援OpenGL ES 2.0的硬體產品且shading language compiler開發不易。而本篇論文提出一種使用C語言編譯器和CPU的模擬器來達到OpenGL ES 2.0的效果,應用程式開發人員可以藉由此模擬器來模擬出OpenGL ES 2.0的效果。除此之外,硬體開發人員也可以藉由此模擬器來比對效果以判斷問題所在,因此可以增強硬體設計的除錯能力。
OpenGL ES 2.0 is the newest 3D graphics technology for hand-held devices established by Khronos. Users need a shading language compiler and a graphics card which is supportive for OpenGL ES 2.0 to develop their application on OpenGL ES 2.0. Without a graphcis processing unit and a corresponding compiler, one can not develop a 3D graphics application based on OpenGL ES 2.0. In order to solve these problems, we proposed an emulator for OpenGL ES 2.0 based on C-language compiler. The proposed emulator applies C-language compiler and CPU to fulfill the specification of OpenGL ES 2.0. With the proposed emulator, application developers can develop a 3D graphics application for OpenGL ES 2.0 without a specific hardware and a corresponding compiler and hardware designers also can compare and debug when designing their own graphics processing unit.
Chapter 1 Introduction 2
Chapter 2 Related Work 5
2.1 OpenGL ES 5
2.1.1 Processing Pipeline of OpenGL ES 1.X and 2.0 5
2.1.2 OpenGL ES Shading language (GLSL ES) 7
2.2 Stanford Real-Time Programmable Shading Project 8
2.2.1 Project Overview 8
2.2.2 System Overview 9
2.3 Stanford Shading Language 10
2.3.1 Examples of Stanford Shader 13
2.4 AMD OpenGL ES 2.0 emulator 16
2.5 AMD RenderMonkey 18
Chapter 3 Design of the Proposed Emulator 20
3.1 OpenGL ES 2.0 20
3.2 The GLSL ES 22
3.2.1 Standard ES 2.0 System Overview 25
3.2.2 Overview of the Proposed Emulator 26
3.3.1 Standard Functions 28
3.3.2 Our Functions 31
Chapter 4 Implementation 33
4.1 The Implementation of OpenGL ES 2.0 33
4.1.1 Implementation Context 33
4.1.2 Combining Matrix Operations with mvp 37
4.2 The GLSL ES to C language Compiler 37
4.3 Illustration of Experimental Results 39
4.3.1 Simple example: Triangles 39
4.3.2 Example with lighting: 41
Chapter 5 Conclusions and Future Work 44
References 45
[1]Khronos, “OpenGL ES”, available at
http://www.khronos.org/opengles/
[2]Khronos, “OpenGL ES Common Profile Specification 2.0”, available at
http://www.khronos.org/registry/gles/specs/2.0/es_cm_spec_2.0.21.pdf
[3]Khronos, “The OpenGL ES Shading Language”, available at
http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.14.pdf
[4]Stanford University, “Stanford Real-Time Programmable Shading Project”, available at
http://graphics.stanford.edu/projects/shading/
[5]Khronos, “OpenGL”, available at
http://www.opengl.org/about/
[6]Khronos, “Two Tracks”, available at
http://www.khronos.org/opengles/
[7]Khronos, “OpenGL ES 1.0”, available at
http://www.khronos.org/registry/gles/specs/1.0/opengles_spec_1_0.pdf
[8]Khronos, “OpenGL ES 1.1”, available at http://www.khronos.org/registry/gles/specs/1.1/es_full_spec.1.1.10.pdf
[9]Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov and Pat Hanrahan “Real-Time Procedural Shading System for Programmable Graphics Hardware”, available at
http://graphics.stanford.edu/projects/shading/pubs/sig2001/rtsl.pdf
[10]Pixar, “What is RenderMan” available at
https://renderman.pixar.com/products/whatsrenderman/index.htm
[11]Stanford University. “Stanford Real-Time Procedural Shading System SIGGRAPH 2001 Course Notes” available at
http://graphics.stanford.edu/projects/shading/pubs/sigcourse2001.pdf
[12]S. Upstill. “The RenderMan Companion: A Programmer’s Guide to Realistic Computer Graphics”, Addison-Wesley, 1990.
[13]AMD Opengl ES 2.0 Emulator, available at
http://developer.amd.com/GPU/OPENGL/Pages/default.aspx
[14]AMD RenderMonkey™ Toolsuite, available at
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx
[15]Dave Shreiner, MasonWoo, Jackie Neider and Tom Davis. “OpenGL Programming Guide”, fifth Edition, Addison-Wesley, 2007.
[16]Robert J. “Open GL ES 2.0, An Introduction to the programmable pipeline”, Simpson Architect, ATI Research. available at
http://portal.acm.org/citation.cfm?id=1185748
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