Introduction to algorithms
SIGGRAPH '96 Proceedings of the 23rd 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
Journal of VLSI Signal Processing Systems - Special issue on the rapid prototyping of application specific signal processors (RASSP) program
The design and analysis of a cache architecture for texture mapping
Proceedings of the 24th annual international symposium on Computer architecture
Simplicial maps for progressive transmission of polygonal surfaces
Proceedings of the third symposium on Virtual reality modeling language
Multi-level texture caching for 3D graphics hardware
Proceedings of the 25th annual international symposium on Computer architecture
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
Prefetching in a texture cache architecture
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Real-time rendering
Application of Reconfigurable CORDIC Architectures
Journal of VLSI Signal Processing Systems - Special issue on VLSI on custom computing technology
Algorithmic transforms for efficient energy scalable computation
ISLPED '00 Proceedings of the 2000 international symposium on Low power electronics and design
Illumination for computer generated pictures
Communications of the ACM
Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments
ACM Transactions on Graphics (TOG)
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Visualization and Computer Graphics
The Truga001: A Scalable Rendering Processor
IEEE Computer Graphics and Applications
Perceptually Optimized 3D Graphics
IEEE Computer Graphics and Applications
A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Power aware computing
Reconfigurable Processing: The Solution to Low-Power Programmable DSP
ICASSP '97 Proceedings of the 1997 IEEE International Conference on Acoustics, Speech, and Signal Processing (ICASSP '97) -Volume 1 - Volume 1
ICCD '98 Proceedings of the International Conference on Computer Design
ICASSP '96 Proceedings of the Acoustics, Speech, and Signal Processing, 1996. on Conference Proceedings., 1996 IEEE International Conference - Volume 04
ICASSP '01 Proceedings of the Acoustics, Speech, and Signal Processing, 200. on IEEE International Conference - Volume 02
A low-power content-adaptive texture mapping architecture for real-time 3D graphics
PACS'02 Proceedings of the 2nd international conference on Power-aware computer systems
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Real-time 3D Graphics rendering consumes significant power because of its very high computation and memory access rate. Due to variation in workload and perceptual tolerance, power-awareness can optimize this power consumption significantly, thus facilitating migration to future power-constrained devices such as personal digital assistants (PDAs), tablets, wearables, phones etc. This work proposes such a low power system based on Approximate Graphics Rendering (AGR). The AGR system supports various algorithms and incremental changes to the computational mechanism based on certain pre-specified parameters. The knowledge available apriori about the signal and noise models of graphic images and Human Visual Perception (HVP) are used to select the configuration that meets the quality needs at the lowest power consumption.The power savings using the AGR system are examined for two power hungry stages of the 3D graphics rendering system, namely shading and texture mapping. Besides supporting various algorithms, two novel parameterizable computation schemes are proposed. First, iterative COordinate Rotation DIgital Computer (CORDIC) algorithm based units are incorporated for certain computations. Second, a scheme for dynamically enhancing the perceived image spatial correlation for reduced computations is presented.A hardware synthesis and estimation methodology based on realistic graphics content from the well-known 3D graphics benchmarks and the game Quake2 [1] is used for estimation of power savings. Significant power savings of 75.1%, 73.8% and 72% are demonstrated in the shading, texture mapping function blocks and CORDIC based 3D vector interpolator respectively.