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MIT 6 111 - Deep 3D

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Deep 3DAlice Reyzin and Elliott PrechterWhat is Deep3D? 3D T&R Hardware Accelerator A User’s perspective Nintendo Controller input 5 DOF Camera 3D Glasses for depthA High Level PerspectiveInput Serialized Input via. Nintendo ControllerButtons A and B for forward/backwardArrow buttons for nod and shake anglesSample inputs every 100usAccumulate the number of times each input is high per frameReset accumulator when camera is updatedMath Unit Overview Number Format 17-bit Sign-Magnitude Fixed Point (8-bit whole, 8-bit decimal) Transform Representation 4x4 Fixed Point Matrices (Stored as 3x4 since last row is always 0,0,0,1) Functions Multiply and Accumulate Multiplicative Inverse Sin/Cos Calculation Matrix Multiplication Matrix/Vector Multiplication Transform GenerationTransformation Overview Draw FSM Coordinates minor FSMs for Transformation/ Rasterization Two passes, one for each eye Camera Calculates camera position & orientation from input Right eye/ left eye Transform Computation Generates transform matrix from Camera Important for abstracting other transformations Transform Application Loads triangle from ROM into Vertex Buffer Applies Camera Transformation Clipping Clips Triangle against viewing planes Projection Screen-space transformation Rounds to nearest pixels for verticesTransformation DiagramRasterization Setup PhaseCopies coordinates from vertex bufferUses math unit for 2D ClippingSignals control unit to begin transformation of next triangle Rasterization PhaseUses Bresenham’s algorithm for interpolationIn parallel with next transformationSends x,y coordinates to Video unitVideo Overview 320x240, 3-bit color Page flipping Plotter FSMResponsible for merging R, B values against white backgroundVideo DiagramExtra Features Animation Z-Buffering 24-bit Color Filled Triangles Point Light Sources Goroud Shading Texture


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MIT 6 111 - Deep 3D

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