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Title: graphics_pipeline Download
 Description: 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.
  • [2440protel] - sc2440 schematic and PCB-to-use package
  • [DE2_CCD_PIP] - Camera data acquisition program code, so
  • [pictureredraw] - the picture is changed when we get it,t
  • [camera_up] - The Camera IP Core is small and flexible
  • [CameraDriver] - This module use OV7620 digital camera on
  • [fft] - The FFT based on the realization of VHDL
  • [DE2_LCM_CCD] - DE2 development board with the module an
File list (Check if you may need any files):
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
    

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