Proceedings of the 2008 IEEE/ACM International Conference on Computer-Aided Design
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Scientific visualization and virtual reality have pushed three-dimensional graphics engines to their limits for updating scenes in real-time. One bottleneck of graphic systems is the transformation of an object's vertices into normalized space based on an evaluated transformation stack. This operation as often done in floating point, requiring a fast floating point multiply-accumulate unit. This paper presents architectural optimizations to a graphics pipeline floating point multiply-accumulate unit by using block floating point and parallelism to bypass or merge trivial operations in the matrix multiplications.