• Title/Summary/Keyword: 3D Graphics Accelerator

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Power Operation Accelerator to speed up lighting in 3D graphics

  • Young-Su Kwon;In-
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.1129-1132
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    • 1998
  • This paper presents a design of special hardware developed for enhancing the floating-point power operations which are actively used at the lighting stage to calculate the specular term in 3D graphics geometry engines. The power operation takes just 4 cycles in our floating-point multiplier while it takes about 100-200 cycles in conventional floating-point units. Although an approximation algorithm is employed in the power operation to reduce the hardware complexity required, the error of power value from the developed floatingpoint multiplier is so minimal that no difference can be found by human eyes.

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A Design of a 3D Graphics Rasterizer with culling and clipping (컬링과 클리핑을 포함한 3D그래픽스 래스터라이져 설계)

  • Lee, Kwang-Yeob;Koo, Yong-Seo
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.8
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    • pp.89-96
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    • 2007
  • In this paper, we designed 3D graphics rasterizer with a culling and clipping for the efficient 3D graphics accelerator. The proposed rasterizer is implemented for the mobile system and process frustum culling, back face culling, Y-axis clipping and X-axis clipping. The rasterzier consists of triangle setup, edge walk and span process unit. Each unit of rasterzier is designed with a culling and clipping. It supports goraud shading with 16 bits depth values and 16 bits color values. The estimated performance of proposed rasterizer is 52M pixels per second.

Implementation of a 3D Graphics Simulator for GP-GPU (GP-GPU 개발을 위한 3차원 그래픽 시뮬레이터 구현)

  • Yeo, Dong-young;Kim, Woo-young;Jung, Hyung-Ki;Lee, Kwang-Yeob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.337-340
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    • 2009
  • Since a hardware accelerator for 3D graphics processing GPU(Graphics Processing Unit)'s performance has been improving constantly. This is the efficient way was introduced for complex graphics application, but it is rarely used to utilize 100% resources on GPU. GP-GPU(general-purpose GPU), including operations on the GPU and supporting common operations can be handled by the processor, is noted by depending on the distribution of resources that can be effectively controlled. In this paper, the simulator was implemented that supports virtual environment of GP-GPU and available for program design and debugging. Through this, the co-design development environment support simultaneous design fast and reliable verification that are available to build the interface of three-dimensional graphics display.

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Design of a Graphic Accelerator uisng 1-Dimensional Systolic Array Processor for Matrix.Vector Opertion (행렬 벡터 연사용 1-차원 시스톨릭 어레이 프로세서를 이용한 그래픽 가속기의 설계)

  • 김용성;조원경
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.1
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    • pp.1-9
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    • 1993
  • In recent days high perfermance graphic operation is needed, since computer graphics is widely used for computer-aided design and simulator using high resolution graphic card. In this paper a graphic accelerator is designd with the functions of graphic primitives generation and geometrical transformations. 1-D Systolic Array Processor for Matris Vector operation is designed and used in main ALU of a graphic accelerator, since these graphic algorithms have comonon operation of Matris Vector. Conclusively, in case that the resolution of graphic domain is 800$\times$600, and 33.3nsec operator is used in a graphic accelerator, 29732 lines per second and approximately 6244 circles per second is generated.

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Design of a Truncated Floating-Point Multiplier for Graphic Accelerator of Mobile Devices (모바일 그래픽 가속기용 부동소수점 절사 승산기 설계)

  • Cho, Young-Sung;Lee, Yong-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.3
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    • pp.563-569
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    • 2007
  • As the mobile communication and the semiconductor technology is improved continuously, mobile contents such as the multimedia service and the 2D/3D graphics which require high level graphics are serviced recently. Mobile chips should consume small die area and low power. In this paper, we design a truncated floating-point multiplier that is useful for the 2D/3D vector graphics in mobile devices. The truncated multiplier is based on the radix-4 Booth's encoding algorithm and a truncation algorithm is used to achieve small area and low power. The average percent error of the multiplier is as small as 0.00003% and neglectable for mobile applications. The synthesis result using 0.35um CMOS cell library shows that the number of gates for the truncated multiplier is only 33.8 percent of the conventional radix-4 Booth's multiplier.

A design of The Embedded 3n Graphics Rendering Processor for Portable Devices (휴대형기기에 적합한 내장형 3차원 그래픽 렌더링 처리기 설계)

  • 우현재;장태홍;이문기
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.41 no.11
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    • pp.105-113
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    • 2004
  • This paper proposes 3D graphics accelerator, especially rendering unit, for portable devices. The existing 3D architecture is not suitable for portable devices because of its huge size. To reduce the size, we use iterative architecture and fixed-point calculation. In this paper, we suggest the format of fixed-point comparing with the result images, and some special technique to control. Finally, it is implemented with FPGA and 0.25um ASIC technology respectively. The ASIC chip can execute 47.88M pixels per second. The size of ASIC chip is 4.9287mm*4.9847mm and the power consumption is 263.7mW with 50MHz operation frequency.

Reconfigurable Architecture Design for H.264 Motion Estimation and 3D Graphics Rendering of Mobile Applications (이동통신 단말기를 위한 재구성 가능한 구조의 H.264 인코더의 움직임 추정기와 3차원 그래픽 렌더링 가속기 설계)

  • Park, Jung-Ae;Yoon, Mi-Sun;Shin, Hyun-Chul
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.1
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    • pp.10-18
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    • 2007
  • Mobile communication devices such as PDAs, cellular phones, etc., need to perform several kinds of computation-intensive functions including H.264 encoding/decoding and 3D graphics processing. In this paper, new reconfigurable architecture is described, which can perform either motion estimation for H.264 or rendering for 3D graphics. The proposed motion estimation techniques use new efficient SAD computation ordering, DAU, and FDVS algorithms. The new approach can reduce the computation by 70% on the average than that of JM 8.2, without affecting the quality. In 3D rendering, midline traversal algorithm is used for parallel processing to increase throughput. Memories are partitioned into 8 blocks so that 2.4Mbits (47%) of memory is shared and selective power shutdown is possible during motion estimation and 3D graphics rendering. Processing elements are also shared to further reduce the chip area by 7%.

A Design of Floating-Point Geometry Processor for Embedded 3D Graphics Acceleration (내장형 3D 그래픽 가속을 위한 부동소수점 Geometry 프로세서 설계)

  • Nam Ki hun;Ha Jin Seok;Kwak Jae Chang;Lee Kwang Youb
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.2 s.344
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    • pp.24-33
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    • 2006
  • The effective geometry processing IP architecture for mobile SoC that has real time 3D graphics acceleration performance in mobile information system is proposed. Base on the proposed IP architecture, we design the floating point arithmetic unit needed in geometry process and the floating point geometry processor supporting the 3D graphic international standard OpenGL-ES. The geometry processor is implemented by 160k gate area in a Xilinx-Vertex FPGA and we measure the performance of geometry processor using the actual 3D graphic data at 80MHz frequency environment The experiment result shows 1.5M polygons/sec processing performance. The power consumption is measured to 83.6mW at Hynix 0.25um CMOS@50MHz.

Design of a 3D Graphics Geometry Accelerator using the Programmable Vertex Shader (Programmable Vertex Shader를 내장한 3차원 그래픽 지오메트리 가속기 설계)

  • Ha Jin-Seok;Jeong Hyung-Gi;Kim Sang-Yeon;Lee Kwang-Yeob
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.9 s.351
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    • pp.53-58
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    • 2006
  • A Vertex Shader is designed to show more 3D graphics expressions, and to increase flexibility of the fixed function T&L (Transform and Lighting) engine. Design of this Shader is based on Vertex Shader 1.1 of DirectX 8.1 and OpenGL ARB. The Vertex Shader consists of four floating point ALUs for vectors operation. The previous 32bits floating point data type is replaced to 24bits floating point data type in order to design the Vertex Shader that consume low-power and occupy small area. A Xilinx Virtex2 300M gate module is used to verify behaviour of the core. The result of Synopsys synthesis shows that the proposed Vertex Shader performs 115MHz speed at the TSMC 0.13um process and it can operate as the rate of 12.5M Polygons/sec. It shows the complexity of 110,000 gates in the same process.

The Design of VGE(Vector Geometry Engine) for 3D Graphics Geometry Processing (3차원 그래픽 지오메트리 연산을 위한 벡터 지오메트리 엔진의 설계.)

  • 김원석;정철호;한탁돈
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.1_2
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    • pp.135-143
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    • 2004
  • 3D Graphics accelerator is usually composed of two parts, geometry engine and rasterizer. In this paper, VGE(Vector Geometry Engine) which exploits vertex-level parallelism is proposed. In VGE, Common Floating-Point Unit by adding four-FADD, four-FMUL unit and 128-vector register accelerates geometry calculation. In comparison with SH4, Performance result show that the VGE can achieve performance gain over 4.7 times. To evaluate VGE performance, we make simulator to rebuild Simple-Scalar, general purpose processor simulator. In simulator model, we use Viewperf-benchmark.