Applications of world projections
Proceedings on Graphics Interface '86/Vision Interface '86
Proceedings on Graphics Interface '86/Vision Interface '86
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
High-bandwidth data memory systems for superscalar processors
ASPLOS IV Proceedings of the fourth international conference on Architectural support for programming languages and operating systems
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Working sets, cache sizes, and node granularity issues for large-scale multiprocessors
ISCA '93 Proceedings of the 20th annual international symposium on computer architecture
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
FBRAM: a new form of memory optimized for 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
New DRAM Technologies: A Comprehensive Analysis of the New Architecture
New DRAM Technologies: A Comprehensive Analysis of the New Architecture
The Truth About Texture Mapping
IEEE Computer Graphics and Applications
Texram: A Smart Memory for Texturing
IEEE Computer Graphics and Applications
The visual instruction set (VIS) in UltraSPARC
COMPCON '95 Proceedings of the 40th IEEE Computer Society International Conference
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Evaluation of high performance multicache parallel texture mapping
ICS '98 Proceedings of the 12th international conference on Supercomputing
Multi-level texture caching for 3D graphics hardware
Proceedings of the 25th annual international symposium on Computer architecture
The design of a parallel graphics interface
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Neon: a single-chip 3D workstation graphics accelerator
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Prefetching in a texture cache architecture
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Dynamic 3D graphics workload characterization and the architectural implications
Proceedings of the 32nd annual ACM/IEEE international symposium on Microarchitecture
Tiled polygon traversal using half-plane edge functions
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Polygon rendering on a stream architecture
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Cache performance for multimedia applications
ICS '01 Proceedings of the 15th international conference on Supercomputing
Resample hardware for 3D graphics
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Comparing Reyes and OpenGL on a stream architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Application-adaptive intelligent cache memory system
ACM Transactions on Embedded Computing Systems (TECS)
ACM SIGGRAPH 2003 Papers
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
An Effective Pixel Rasterization Pipeline Architecture for 3D Rendering Processors
IEEE Transactions on Computers
Universal Mechanisms for Data-Parallel Architectures
Proceedings of the 36th annual IEEE/ACM International Symposium on Microarchitecture
GRAAL -- A Development Framework for Embedded Graphics Accelerators
Proceedings of the conference on Design, automation and test in Europe - Volume 2
Design and Optimization of Large Size and Low Overhead Off-Chip Caches
IEEE Transactions on Computers
Power-Aware 3D Computer Graphics Rendering
Journal of VLSI Signal Processing Systems
Tile-based texture mapping on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Hexagonal storage scheme for interleaved frame buffers and textures
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Shader Performance Analysis on a Modern GPU Architecture
Proceedings of the 38th annual IEEE/ACM International Symposium on Microarchitecture
LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware
SC '05 Proceedings of the 2005 ACM/IEEE conference on Supercomputing
ACM SIGGRAPH 2006 Papers
A memory model for scientific algorithms on graphics processors
Proceedings of the 2006 ACM/IEEE conference on Supercomputing
Compressed lossless texture representation and caching
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Cache-efficient numerical algorithms using graphics hardware
Parallel Computing
Texture management in view dependent application for large 3D terrain visualization
Proceedings of the 2008 Spring simulation multiconference
Floating-point buffer compression in a unified codec architecture
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
GPU for Parallel On-Board Hyperspectral Image Processing
International Journal of High Performance Computing Applications
High-Quality Multi-Mode Mipmapping Texture Compression with Alpha Map
PCM '08 Proceedings of the 9th Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
Proceedings of the 2008 IEEE/ACM International Conference on Computer-Aided Design
Dynamic warp formation: Efficient MIMD control flow on SIMD graphics hardware
ACM Transactions on Architecture and Code Optimization (TACO)
Proceedings of the Conference on High Performance Graphics 2009
High-quality mipmapping texture compression with alpha maps for graphics processing units
IEEE Transactions on Multimedia
Energy-driven statistical sampling: detecting software hotspots
PACS'02 Proceedings of the 2nd international conference on Power-aware computer systems
Real-time high-dynamic range texture compression based on local fractal transform
Proceedings of the 24th Spring Conference on Computer Graphics
IEEE Transactions on Very Large Scale Integration (VLSI) Systems
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
Computer Graphics Forum
An efficient multi-view rasterization architecture
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Parallel frame rendering: trading responsiveness for energy on a mobile GPU
PACT '13 Proceedings of the 22nd international conference on Parallel architectures and compilation techniques
Efficient management of last-level caches in graphics processors for 3D scene rendering workloads
Proceedings of the 46th Annual IEEE/ACM International Symposium on Microarchitecture
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The effectiveness of texture mapping in enhancing the realism of computer generated imagery has made support for real-time texture mapping a critical part of graphics pipelines. Despite a recent surge in interest in three-dimensional graphics from computer architects, high-quality high-speed texture mapping has so far been confined to costly hardware systems that use brute-force techniques to achieve high performance. One obstacle faced by designers of texture mapping systems is the requirement of extremely high bandwidth to texture memory. High bandwidth is necessary since there are typically tens to hundreds of millions of accesses to texture memory per second. In addition, to achieve the high clock rates required in graphics pipelines, low-latency access to texture memory is needed. In this paper, we propose the use of texture image caches to alleviate the above bottlenecks, and evaluate various tradeoffs that arise in such designs.We find that the factors important to cache behavior are (i) the representation of texture images in memory, (ii) the rasterization order on screen and (iii) the cache organization. Through a detailed investigation of these issues, we explore the best way to exploit locality of reference and determine whether this technique is robust with respect to different scenes and different amounts of texture. Overall, we observe that there is a significant amount of temporal and spatial locality and that the working set sizes are relatively small (at most 16KB) across all cases that we studied. Consequently, the memory bandwidth requirements of a texture cache system are substantially lower (at least three times and as much as fifteen times) than the memory bandwidth requirements of a system which achieves equivalent performance but does not utilize a cache. These results are very encouraging and indicate that caching is a promising approach to designing memory systems for texture mapping.