Physically based lighting calculations for computer graphics
Physically based lighting calculations for computer graphics
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Pixel merging for object-parallel rendering: a distributed snooping algorithm
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
The design and analysis of a cache architecture for texture mapping
Proceedings of the 24th annual international symposium on Computer architecture
The energy efficiency of IRAM architectures
Proceedings of the 24th annual international symposium on Computer architecture
Prefetching in a texture cache architecture
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Non-photorealistic virtual environments
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Tiled polygon traversal using half-plane edge functions
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A parallel algorithm for polygon rasterization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Real-Time Rendering
Accurate Rendering by Subpixel Addressing
IEEE Computer Graphics and Applications
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
3D graphics rendering time modeling and control for mobile terminals
Proceedings of the ninth international conference on 3D Web technology
GraalBench: a 3D graphics benchmark suite for mobile phones
Proceedings of the 2004 ACM SIGPLAN/SIGBED conference on Languages, compilers, and tools for embedded systems
Compressed multisampling for efficient hardware edge antialiasing
GI '04 Proceedings of the 2004 Graphics Interface Conference
A hierarchical shadow volume algorithm
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A flexible simulation framework for graphics architectures
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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
Fast and reliable collision culling using graphics hardware
Proceedings of the ACM symposium on Virtual reality software and technology
Shader Performance Analysis on a Modern GPU Architecture
Proceedings of the 38th annual IEEE/ACM International Symposium on Microarchitecture
Designing Graphics Programming Interfaces for Mobile Devices
IEEE Computer Graphics and Applications
Fast and Reliable Collision Culling Using Graphics Hardware
IEEE Transactions on Visualization and Computer Graphics
Multithread shader for 3D and vector graphics
ACM SIGGRAPH 2006 Research posters
PACKMAN: texture compression for mobile phones
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Fine-grained graphics architectural simulation with Qsilver
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
A hardware architecture for surface splatting
ACM SIGGRAPH 2007 papers
PCU: the programmable culling unit
ACM SIGGRAPH 2007 papers
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Exact and error-bounded approximate color buffer compression and decompression
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Efficient depth buffer compression
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Progressive meshes transmission over a wired-to-wireless network
Wireless Networks
Fractal-based hierarchical mip-pyramid texture compression
Machine Graphics & Vision International Journal
Floating-point buffer compression in a unified codec architecture
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Technical Section: Area-efficient pixel rasterization and texture coordinate interpolation
Computers and Graphics
Proceedings of the Conference on High Performance Graphics 2009
A directionally adaptive edge anti-aliasing filter
Proceedings of the Conference on High Performance Graphics 2009
Mobile phone performance analysis for camera based visual interactions
Proceedings of the 2009 Annual Research Conference of the South African Institute of Computer Scientists and Information Technologists
High-quality mipmapping texture compression with alpha maps for graphics processing units
IEEE Transactions on Multimedia
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Accelerated rendering of vector graphics on mobile devices
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Technical Section: ftc-Floating precision texture compression
Computers and Graphics
Space-time hierarchical occlusion culling for micropolygon rendering with motion blur
Proceedings of the Conference on High Performance Graphics
Hierarchical stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Power gating strategies on GPUs
ACM Transactions on Architecture and Code Optimization (TACO)
Flexible texture compression using bounded integer sequence encoding
SIGGRAPH Asia 2011 Sketches
An optimized soft 3d mobile graphics library based on JIT backend compiler
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
A single (unified) shader GPU microarchitecture for embedded systems
HiPEAC'05 Proceedings of the First international conference on High Performance Embedded Architectures and Compilers
Boosting mobile GPU performance with a decoupled access/execute fragment processor
Proceedings of the 39th Annual International Symposium on Computer Architecture
Design and novel uses of higher-dimensional rasterization
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Power efficiency for software algorithms running on graphics processors
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Adaptive scalable texture compression
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
An efficient multi-view rasterization architecture
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Rasterization system for mobile device
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part V
Technical Section: Energy-aware hybrid precision selection framework for mobile GPUs
Computers and Graphics
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
Program-based dynamic precision selection framework with a dual-mode unified shader for mobile GPUs
Computers and Electrical Engineering
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The mobile phone is one of the most widespread devices with rendering capabilities. Those capabilities have been very limited because the resources on such devices are extremely scarce; small amounts of memory, little bandwidth, little chip area dedicated for special purposes, and limited power consumption. The small display resolutions present a further challenge; the angle subtended by a pixel is relatively large, and therefore reasonably high quality rendering is needed to generate high fidelity images.To increase the mobile rendering capabilities, we propose a new hardware architecture for rasterizing textured triangles. Our architecture focuses on saving memory bandwidth, since an external memory access typically is one of the most energy-consuming operations, and because mobile phones need to use as little power as possible. Therefore, our system includes three new key innovations: I) an inexpensive multisampling scheme that gives relatively high quality at the same cost of previous inexpensive schemes, II) a texture minification system, including texture compression, which gives quality relatively close to trilinear mipmapping at the cost of 1.33 32-bit memory accesses on average, III) a scanline-based culling scheme that avoids a significant amount of z-buffer reads, and that only requires one context. Software simulations show that these three innovations together significantly reduce the memory bandwidth, and thus also the power consumption.