On 10/21/06, tsuraan <[EMAIL PROTECTED]> wrote:


> You COULD try to reimplement that algorithm.  But to get efficient
> hardware, you'd probably want to reexamine the whole problem from the
> ground up.  Flatten it completely, and turn sequential code into state
> machines and pipelines.
>


I was hoping to test the idea for the algorithm in C (and it does seem to
work) before committing the time to
figuring out how to do the same in hardware, but at the same time having an
algorithm that can translate to hardware.

That is always a sensible thing to do.

I was thinking that since
recursion is commonly used in hardware (think flip-flops),

Flipflops are just storage cells.  How do you think recursion is involved there?

maybe there was
some commonly used pattern for describing it.  Since there doesn't seem to
be anything like that, I'll work on converting to a PDA.  The biggest
problem I have is that Bezier curves are naturally drawn recursively, using
deCasteljau's algorithm (probably spelled wrong), which is basically a
divide-and-conquer approach.  So, do you have any tips for implementing
divide-and-conquer in hardware?

Ok, I see why you want to do it this way.  I suggest converting it to
using an explicit stack in your C code and getting that to work.
Converting it to Verilog won't be that hard.

Doing a stack in hardware isn't hard.  How wide and deep do you need it to be?

The calculation of points on the curve is
naturally pipelined (three levels deep), so I'd also like to take advantage
of that, but I'm not sure how to.

Are you saying that your recursion is only three levels deep?

I'll post a bit more later on how the
drawing works so maybe I can get some more specific advice; I have to get
back to work now...

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