Intel N2820 FH8065301616603 Scheda Tecnica
Codici prodotto
FH8065301616603
Datasheet
133
Graphics, Video, and Display
12.7.2.3
Geometry Shader (GS) Stage
The GS stage receives inputs from the VS stage. Compiled application-provided GS
programs, specifying an algorithm to convert the vertices of an input object into some
output primitives. For example, a GS shader may convert lines of a line strip into
polygons representing a corresponding segment of a blade of grass centered on the
line. Or it could use adjacency information to detect silhouette edges of triangles and
output polygons extruding out from the edges.
programs, specifying an algorithm to convert the vertices of an input object into some
output primitives. For example, a GS shader may convert lines of a line strip into
polygons representing a corresponding segment of a blade of grass centered on the
line. Or it could use adjacency information to detect silhouette edges of triangles and
output polygons extruding out from the edges.
12.7.2.4
Clip Stage
The Clip stage performs general processing on incoming 3D objects. However, it also
includes specialized logic to perform a Clip Test function on incoming objects. The Clip
Test optimizes generalized 3D Clipping. The Clip unit examines the position of incoming
vertices, and accepts/rejects 3D objects based on its Clip algorithm.
includes specialized logic to perform a Clip Test function on incoming objects. The Clip
Test optimizes generalized 3D Clipping. The Clip unit examines the position of incoming
vertices, and accepts/rejects 3D objects based on its Clip algorithm.
12.7.2.5
Strips and Fans (SF) Stage
The SF stage performs setup operations required to rasterize 3D objects. The outputs
from the SF stage to the Windower stage contain implementation-specific information
required for the rasterization of objects and also supports clipping of primitives to some
extent.
from the SF stage to the Windower stage contain implementation-specific information
required for the rasterization of objects and also supports clipping of primitives to some
extent.
12.7.2.6
Windower/IZ (WIZ) Stage
The WIZ unit performs an early depth test, which removes failing pixels and eliminates
unnecessary processing overhead.
unnecessary processing overhead.
The Windower uses the parameters provided by the SF unit in the object-specific
rasterization algorithms. The WIZ unit rasterizes objects into the corresponding set of
pixels. The Windower is also capable of performing dithering, whereby the illusion of a
higher resolution when using low-bpp channels in color buffers is possible. Color
dithering diffuses the sharp color bands seen on smooth-shaded objects.
rasterization algorithms. The WIZ unit rasterizes objects into the corresponding set of
pixels. The Windower is also capable of performing dithering, whereby the illusion of a
higher resolution when using low-bpp channels in color buffers is possible. Color
dithering diffuses the sharp color bands seen on smooth-shaded objects.
12.7.3
Video Engine
The video engine is part of the Intel Processor Graphics for image processing, play-
back and transcode of Video applications. The processor Graphics video engine has a
dedicated fixed hardware pipe-line for high quality decode and encode of media
content. This engine supports Full HW acceleration for decode of AVC/H.264, VC-1 and
MPEG -2 contents along with encode of MPEG-2 and AVC/H.264 apart from various
video processing features. The new Processor Graphics Video engine adds support for
processing features such as frame rate conversion, image stabilization and gamut
conversion.
back and transcode of Video applications. The processor Graphics video engine has a
dedicated fixed hardware pipe-line for high quality decode and encode of media
content. This engine supports Full HW acceleration for decode of AVC/H.264, VC-1 and
MPEG -2 contents along with encode of MPEG-2 and AVC/H.264 apart from various
video processing features. The new Processor Graphics Video engine adds support for
processing features such as frame rate conversion, image stabilization and gamut
conversion.