Hi,
I'm trying to go in depth and understand the TBDR .I'm reading this article: http://www.beyond3d.com/articles/tilebasedrendering/index1.php that's quite old, but I think that the PowerVR architecture is not changed a lot.
Now i have some doubts about the HSR algorithm. That article says in the second page that the HSR is made with an internal Z-buffer on a per Tile basis. But in the third page it explains in details how the HSR is made with a ray-tracing approach.
I think that the right HSR algorithm is the ray-tracing one and that the internal z-buffer is used only to store the result of that algorithm and used on the rendering stage.
Am I guessing right??
thanks for any hints
I'm trying to go in depth and understand the TBDR .I'm reading this article: http://www.beyond3d.com/articles/tilebasedrendering/index1.php that's quite old, but I think that the PowerVR architecture is not changed a lot.
Now i have some doubts about the HSR algorithm. That article says in the second page that the HSR is made with an internal Z-buffer on a per Tile basis. But in the third page it explains in details how the HSR is made with a ray-tracing approach.
I think that the right HSR algorithm is the ray-tracing one and that the internal z-buffer is used only to store the result of that algorithm and used on the rendering stage.
Am I guessing right??
thanks for any hints