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A Low-Power Content-Adaptive Texture Mapping Architecture for Real-Time 3D Graphics

机译:用于实时3D图形的低功耗内容自适应纹理映射体系结构

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The effect of texture mapping in enhancing the realism of computer-generated images has made the support for real-time texture mapping a critical part of 3D graphics pipelines. However, the texture mapping is one of the major power consumers in 3D graphics pipelines due to the intensive interpolation computation and high memory bandwidth. This power consuming requires an increased emphasis on low-power design for the migration of 3D graphics systems into portable and future user interface devices. In this paper, we present a dynamically adaptive hardware texture mapping system that can perform adaptive texture mapping based on a model of human visual perception which is less sensitive to the details of moving objects. This flexibility may result in significant power savings without noticeable quality degradation. Our work shows that power savings, up to 33.9%, comes from the reduced offchip memory accesses as the result of an adaptive texel interpolation algorithm. Additional power savings, up to 73.8%, comes from using variable clock and supply voltage scaling in the adaptive computing unit.
机译:纹理映射在增强计算机生成的图像的真实感方面的作用使得对实时纹理映射的支持成为3D图形管道的关键部分。但是,由于密集的插值计算和高内存带宽,纹理映射是3D图形管道中的主要功耗器之一。为了将3D图形系统迁移到便携式和未来的用户界面设备中,这种功耗要求更加强调低功耗设计。在本文中,我们提出了一种动态自适应硬件纹理映射系统,该系统可以基于对移动物体的细节不太敏感的人类视觉感知模型执行自适应纹理映射。这种灵活性可以节省大量功率,而不会引起明显的质量下降。我们的工作表明,由于自适应texel插值算法的结果,减少了片外存储器访问,从而节省了多达33.9%的功耗。通过在自适应计算单元中使用可变时钟和电源电压缩放,可以节省多达73.8%的功耗。

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