Purpose
The purpose of this paper is to achieve the acceleration of 3D object transformation using parallel techniques such as multi-core central processing unit (MC CPU) or graphic processing unit (GPU) or even both. Generating 3D animation scenes in computer graphics requires applying a 3D transformation on the vertices of the objects. These transformations consume most of the execution time. Hence, for high-speed graphic systems, acceleration of vertex transform is very much sought for because it requires many matrix operations (need) to be performed in a real time, so the execution time is essential for such processing.
Design/methodology/approach
In this paper, the acceleration of 3D object transformation is achieved using parallel techniques such as MC CPU or GPU or even both. Multiple geometric transformations are concatenated together at a time in any order in an interactive manner.
Findings
The performance results are presented for a number of 3D objects with paralleled implementations of the affine transform on the NVIDIA GPU series. The maximum execution time was about 0.508 s to transform 100 million vertices using LabVIEW and 0.096 s using Visual Studio. Other results also showed the significant speed-up compared to CPU, MC CPU and other previous work computations for the same object complexity.
Originality/value
The high-speed execution of 3D models is essential in many applications such as medical imaging, 3D games and robotics.
The Digital Differential Analyzer (DDA) is normally used to efficiently compute the pixels (picture elements) for a straight line segment which can be used to represent it in a frame buffer or image memory. The calculated integer values of x and y for each pixel are used to address the memory while the color or intensity of the line segment presents the data to memory. The pixels in the frame buffer can then be read in a synchronized manner, while scanning the screen, and displayed on the computer monitor to show the straight line. This paper presents a new Digital Differential Analyzer as a three dimension (3D) version of the traditional (2D) one. There is a need to the 3D-DDA for the solution of the hidden surface problem in the image space when using depth or Z buffer method in the field of 3D computer graphics. A hardware implementation of the 3D-DDA is accomplished for the real time applications.
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