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A Run-Time Reconfigurable Fabric for 3D Texture Filtering

机译:用于3D纹理过滤的运行时间可重新配置织物

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摘要

To reduce area of texture filter for real-time rendering is challenging as user demand for 3-D scene realism increases. This work presents a low-area run-time reconfigurable texture filter design given certain performance requirement. A texture filter is a part of a texture unit. The reconfiguration is on a number of bilinear filters as basic function blocks, can be implemented within individual texture unit or across multiple texture units, and is based on hierarchical decomposition of all kinds of filtering algorithms. Two reconfiguration designs are proposed and examined: The self-content design, in which a texture unit must be equipped with all necessary hardware to deal with all different filtering algorithms; and the sharable design, in which texture units can share their texture filters (and the total amount of useable texture units may thus change). Experimental results show that the sharable design achieves a 12% area reduction, as compared with the self-content design.
机译:为了减少纹理过滤器的区域,实时渲染是挑战,因为用户对三维场景现实主义的需求增加。这项工作介绍了一个低区域运行时可重新配置纹理滤波器设计,鉴于某些性能要求。纹理过滤器是纹理单元的一部分。重新配置在许多Bilinear滤波器上作为基本功能块,可以在各个纹理单元或跨多个纹理单元内实现,并且基于各种滤波算法的分层分解。提出并检查了两个重新配置设计:自我内容设计,其中纹理单元必须配备所有必要的硬件来处理所有不同的过滤算法;和纹理单元可以共享其纹理滤波器的可批设计(以及可用纹理单元的总量可以改变)。实验结果表明,与自料设计相比,可批量设计达到12%的面积减少。

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