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   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Anant Agarwal.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Taylor, Kenneth William, 1980-</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2005-09-27T16:53:47Z</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2004</dim:field>
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   <dim:field mdschema="dc" element="description" lang="en_US">Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2004.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (p. 345-346).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">This thesis presents the design and implementation of a 3D graphics pipeline, built on top of the "Raw" processor developed at MIT. The Raw processor consists of a tiled array of CPUs, caches, and routing processors connected by several high-speed networks, and can be treated as a coarse-grained reconfigurable architecture. The graphics pipeline has four stages, and four-way parallelism in each stage, and is mapped on to a 16-tile Raw array. It supports basic rendering functions such as hardware transform and lighting, perspective correct texture mapping, and depth buffering, and is intended to be used as a slave processor receiving rendering commands from a host system. The design process is described in detail, along with difficulties encountered along the way, and a comprehensive performance evaluation is carried out. The paper concludes with many suggestions for architectural and performance improvements to be made over the initial design.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Kenneth William Taylor.</dim:field>
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   <dim:field mdschema="dc" element="title" lang="en_US">The design and implementation of a 3D graphics pipeline for the raw reconfigurable architecture</dim:field>
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   	&lt;Title>The design and implementation of a 3D graphics pipeline for the raw reconfigurable architecture&lt;/Title>
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   	&lt;Abstract>This thesis presents the design and implementation of a 3D graphics pipeline, built on top of the &amp;quot;Raw&amp;quot; processor developed at MIT. The Raw processor consists of a tiled array of CPUs, caches, and routing processors connected by several high-speed networks, and can be treated as a coarse-grained reconfigurable architecture. The graphics pipeline has four stages, and four-way parallelism in each stage, and is mapped on to a 16-tile Raw array. It supports basic rendering functions such as hardware transform and lighting, perspective correct texture mapping, and depth buffering, and is intended to be used as a slave processor receiving rendering commands from a host system. The design process is described in detail, along with difficulties encountered along the way, and a comprehensive performance evaluation is carried out. The paper concludes with many suggestions for architectural and performance improvements to be made over the initial design.&lt;/Abstract>
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