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Texture Filter Memory - A Power-efficient and Scalable Texture Memory Architecture for Mobile Graphics Processors

机译:纹理过滤器内存 - 用于移动图形处理器的功率高效和可扩展的纹理内存架构

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With increasing interest in sophisticated graphics capabilities in mobile systems, energy consumption of graphics hardware is becoming a major design concern in addition to the traditional performance enhancement criteria. Among the different steps in the graphics processing pipeline, we have observed that memory accesses during texture mapping - a highly memory intensive phase - contribute 30-40% of the energy consumed in typical embedded graphics processors. This makes the texture mapping subsystem an attractive candidate for energy optimization. We argue that a standard cache hierarchy, commonly used by researchers and commercial graphics processors for texture mapping, is wasteful of energy, and propose the Texture Filter Memory, an energy efficient architecture that exploits locality and the relatively high degree of predictability in texture memory access patterns. Our architecture consumes 75% lesser energy for texturing in a fixed function pipeline, incurring no performance overhead and a small area overhead over conventional texture mapping hardware.
机译:随着在移动系统中复杂的图形处理能力的兴趣,图形硬件的能源消耗正在成为除传统的性能增强准则的重要的设计问题。在图形处理管道中的不同步骤中,我们观察到纹理映射期间的存储器访问 - 高度记忆强度阶段 - 贡献典型嵌入式图形处理器中消耗的30-40%的能量。这使得纹理映射子系统成为能量优化的有吸引力的候选者。我们争辩说,用于纹理映射的研究人员和商业图形处理器常用的标准缓存层次结构浪费于能量,并提出了纹理过滤器存储器,该节能架构利用了局部内存访问中的位置和相对高度的可预测性模式。我们的架构在固定函数管道中消耗了纹理的75%的能量,在传统纹理映射硬件上产生没有性能开销和小区域开销。

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