tsuraan 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. I was thinking that since
recursion is commonly used in hardware (think flip-flops), 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? 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. 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...
The first thing that I would do is rewrite the code so that it doesn't
use any function calls. This would mean that you would need to allocate
arrays in memory to take the place of the system stack and access these
with a pointer which acts as the stack pointer.
--
JRT
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