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Power-Aware 3D Computer Graphics Rendering

机译:Power-Aware 3D计算机图形渲染

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Real-time 3D Graphics rendering consumes significant power because of its very high computation and memory access rate. Due to variation in workload and perceptual tolerance, power-awareness can optimize this power consumption significantly, thus facilitating migration to future power-constrained devices such as personal digital assistants (PDAs), tablets, wearables, phones etc. This work proposes such a low power system based on Approximate Graphics Rendering (AGR). The AGR system supports various algorithms and incremental changes to the computational mechanism based on certain pre-specified parameters. The knowledge available apriori about the signal and noise models of graphic images and Human Visual Perception (HVP) are used to select the configuration that meets the quality needs at the lowest power consumption. The power savings using the AGR system are examined for two power hungry stages of the 3D graphics rendering system, namely shading and texture mapping. Besides supporting various algorithms, two novel parameterizable computation schemes are proposed. First, iterative Coordinate Rotation Digital Computer (CORDIC) algorithm based units are incorporated for certain computations. Second, a scheme for dynamically enhancing the perceived image spatial correlation for reduced computations is presented. A hardware synthesis and estimation methodology based on realistic graphics content from the well-known 3D graphics benchmarks and the game Quake2 is used for estimation of power savings. Significant power savings of 75.1%, 73.8% and 72% are demonstrated in the shading, texture mapping function blocks and CORDIC based 3D vector interpolator respectively.
机译:实时3D图形渲染由于其非常高的计算和内存访问速率而消耗大量功率。由于工作量和感知容忍度的变化,电源意识可以极大地优化此功耗,从而有利于向未来受功耗限制的设备(例如个人数字助理(PDA),平板电脑,可穿戴设备,电话等)迁移。基于近似图形渲染(AGR)的电源系统。 AGR系统支持各种算法,并根据某些预先指定的参数对计算机制进行增量更改。关于图形图像的信号和噪声模型以及人类视觉感知(HVP)的先验知识可用于选择在最低功耗下满足质量需求的配置。对于3D图形渲染系统的两个耗电阶段,将检查使用AGR系统的节电情况,即着色和纹理贴图。除了支持各种算法外,还提出了两种新颖的可参数化计算方案。首先,将基于迭代坐标旋转数字计算机(CORDIC)算法的单位合并用于某些计算。其次,提出了一种用于动态增强感知图像空间相关性以减少计算量的方案。基于来自知名3D图形基准测试和游戏Quake2的真实图形内容的硬件综合和估算方法可用于估算节能量。分别在阴影,纹理映射功能块和基于CORDIC的3D矢量插值器中分别实现了75.1%,73.8%和72%的显着节能。

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