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Low-Decoding-Latency Buffer Compression for Graphics Processing Units

机译:图形处理单元的低解码延迟缓冲区压缩

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摘要

Power consumption is the key design factor for graphics processing units (GPUs), especially for mobile applications. The increasing bandwidth required to produce more realistic graphics is a major power draw. To address this factor, in this paper, we present a new universal buffer compression method that can handle both color and depth data with the same hardware unit. In contrast to the current state-of-art technologies, which mainly focus on achieving higher and higher compression ratios but discarded the decompression latency, our method reaches a good compromise between the two, which are factors critical to system performance. With spatial prediction and bitstream rearrangement, the data dependencies between different samples are reduced, which enables a parallel decoding process and makes the proposed system have 6.78 times lower decoding latency. Moreover, by adopting a similar concept for the color/depth compression in the DXT5 texture compression method, better quality in terms of PSNR can be achieved without introducing any decoding latency when retrieving a texel.
机译:功耗是图形处理单元(GPU)(尤其是移动应用程序)的关键设计因素。产生更逼真的图形所需的不断增加的带宽是主要的功耗。为了解决这个问题,在本文中,我们提出了一种新的通用缓冲区压缩方法,该方法可以使用相同的硬件单元处理颜色和深度数据。与当前专注于实现越来越高的压缩比但放弃了减压延迟的最新技术相反,我们的方法在两者之间取得了很好的折衷,这对系统性能至关重要。通过空间预测和比特流重排,减少了不同样本之间的数据依存关系,从而实现了并行解码过程,并使所提出​​的系统的解码延迟降低了6.78倍。此外,通过在DXT5纹理压缩方法中对颜色/深度压缩采用类似的概念,可以在检索纹理像素时在不引入任何解码延迟的情况下实现PSNR方面的更好质量。

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