Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A datapath synthesis system for the reconfigurable datapath architecture
ASP-DAC '95 Proceedings of the 1995 Asia and South Pacific Design Automation Conference
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Simplicial maps for progressive transmission of polygonal surfaces
Proceedings of the third symposium on Virtual reality modeling language
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Visibility sorting and compositing without splitting for image layer decompositions
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Real-time rendering
Putting social sciences together again: an introduction to the volume
Dynamics in human and primate societies
Illumination for computer generated pictures
Communications of the ACM
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Introduction to Algorithms
Reconfigurable Computing for Digital Signal Processing: A Survey
Journal of VLSI Signal Processing Systems
IEEE Transactions on Visualization and Computer Graphics
RaPiD - Reconfigurable Pipelined Datapath
FPL '96 Proceedings of the 6th International Workshop on Field-Programmable Logic, Smart Applications, New Paradigms and Compilers
ICCD '98 Proceedings of the International Conference on Computer Design
Reconfigurable Architectures for General-Purpose Computing
Reconfigurable Architectures for General-Purpose Computing
Continuous Shading of Curved Surfaces
IEEE Transactions on Computers
Energy-aware adaptations in mobile 3d graphics
Proceedings of the 20th ACM international conference on Multimedia
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Real-time 3D graphics will be a major power consumer in future portable embedded systems. 3D graphics is characterized by intensive floating point calculations, heavy data traffic between memory and peripherals, and a high degree of non-uniformity due to content variation. Although 3D graphics is currently very limited in power-constrained environments, future user interfaces (head-mounted virtual reality) and applications (simulators, collaboration environments, etc.) will require power-aware implementations. Fortunately, we can exploit content variation and human perception to significantly reduce the power consumption of many aspects of 3D graphic rendering. In this paper we study the impact on power consumption of novel adaptive shading algorithms (both Gouraud and Phong) which consider both the graphics content (e.g. motion, scene change) and the perception of the user. Novel dynamically configurable architectures are proposed to efficiently implement the adaptive algorithms in power-aware systems with gracefully degradable quality. This paper introduces an integrated algorithm and hardware solution based on human visual perceptual characteristics and dynamically re-configurable hardware. Three approaches are explored which are both based on human vision and loosely analogous to video coding techniques. The first approach is called distributed computation over frames and exploits the after image phenomenon of the human visual system. The second approach exploits visual sensitivity to motion. According to the speed and distance from camera to object, either the Gouraud or Phong shading algorithm is selected. The third approach is an adaptive computation of the specular term computation used in Phong. Using the same selection criteria as in adaptive shading, a reduced computational cost algorithm is used for fast moving objects. Results based on simulation indicate a power savings of up to 85% using short but realistic rendering sequences. Future work includes: 1) more sophisticated architectures to support dynamic reconfiguration, 2)exploring other steps in the 3D graphics pipeline, and 3) extending these ideas to other multimedia applications which involve variable content, computation and human perception (for example, video and audio coding).