• Title/Summary/Keyword: Rendering Processor

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The design of 3D graphics rendering processor for portable device (휴대용기기에 적합한 3차원 그래픽 렌더링 처리기의 파이프라인 설계)

  • 우현재;정종철;이문기
    • Proceedings of the IEEK Conference
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    • 2003.07b
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    • pp.1213-1216
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    • 2003
  • This paper proposes an 3D graphics rendering processor for portable device. One the most important factor is chip size for portable device, but the conventional 3D graphics rendering processor is not a suitable because the processor needs a lot of multiplication and division units. So the proposed architecture substitutes single precision floating point by 32 bit fixed point, and uses recursive units for the same operation such as color values(z, r, g, b, a) and texture values (s, t, u, v). In this approach, we reduce numbers of multiplications and divisions by 66.1% and 75% respectively at the sacrifice of performance degradation by 2.12%.

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A Low Power Design of The Embedded 3D Graphics Rendering Processor for Portable Device (모바일 기기에 적합한 내장형 3차원 그래픽 렌더링 처리기의 저전력화)

  • Jang Tae-Hong;Jeong Jong-Chul;Woo Hyun-Jae;Lee Moon-Key
    • Proceedings of the IEEK Conference
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    • 2004.06b
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    • pp.593-596
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    • 2004
  • This paper presents a low power design of the embedded 3D graphics rendering processor with the double span processing stage. The increase of hardware complexity by using the double span processing stage is ignorable. And the performance is equal to the rendering processor with the single span processing stage. It reduces the power consumption by using different clock frequencies.

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A architecture for parallel rendering processor with by effective memory organization (효과적인 메모리 구조를 갖는 병렬 렌더링 프로세서 구조)

  • Kim, Kyung-Su;Yoon, Duk-Ki;Kim, Il-San;Park, Woo-Chan
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.39-47
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    • 2005
  • Current rendering processors are organized mainly to process a triangle as fast as possible and recently parallel 3D rendering processors, which can process multiple triangles in parallel with multiple rasterizers, begin to appear. For high performance in processing triangles, it is desirable for each rasterizer have its own local pixel cache. However, the consistency problem may occur in accessing the data at the same address simulaneously by more than one rasterizer. In this paper, we propose a parallel rendering processor architecture resolving such consistency problem effectively. Moreover, the proposed architecture reduces the latency due to a pixel cache miss significantly. The experimental results show that proposed architecture achieves almost linear speedup at best case even in sixteen rasterizer

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Design of a Parallel Rendering Processor Architecture with Effective Memory System (효과적인 메모리 구조를 갖는 병렬 렌더링 프로세서 설계)

  • Park Woo-Chan;Yoon Duk-Ki;Kim Kyoung-Su
    • The KIPS Transactions:PartA
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    • v.13A no.4 s.101
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    • pp.305-316
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    • 2006
  • Current rendering processors are organized mainly to process a triangle as fast as possible and recently parallel 3D rendering processors, which can process multiple triangles in parallel with multiple rasterizers, begin to appear. For high performance in processing triangles, it is desirable for each rasterizer have its own local pixel cache. However, the consistency problem may occur in accessing the data at the same address simultaneously by more than one rasterizer. In this paper, we propose a parallel rendering processor architecture resolving such consistency problem effectively. Moreover, the proposed architecture reduces the latency due to a pixel cache miss significantly. For the above two goals, effective memory organizations including a new pixel cache architecture are presented. The experimental results show that the proposed architecture achieves almost linear speedup at best case even in sixteen rasterizers.

Load Balanced Volume Rendering System for Concurrent Users in Multi-CPU Server Environment (다중 CPU 서버 환경에서 동시 사용자를 위한 부하조절 기반 볼륨 가시화 시스템)

  • Lee, Woongkyu;Kye, Heewon
    • Journal of Korea Multimedia Society
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    • v.18 no.5
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    • pp.620-630
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    • 2015
  • This research suggests a load balancing method for a volume rendering system which supports concurrent users. When concurrent users use a volume rendering server system, the computational resources are occupied by a particular user by turns because each process consumes the computational resources as much as possible. In this case, the previous method shows acceptable throughput but the latency is increased for each user. In this research, we suggest a method to improve the latency without performance degradation. Each process makes concessions for taking the resources according to the number of users connected to the system. And we propose a load balancing method in the dynamic situation in which the number of users can vary. Using our methods, we can improve the latency time for each user.

David II: A new architecture for parallel rendering processors with effective memory system (David II: 효과적인 메모리 시스템을 가지는 병렬 렌더링 프로세서)

  • Lee, Kil-Whan;Park, Woo-Chan;Kim, Il-San;Han, Tack-Don
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.1655-1658
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    • 2004
  • Current rendering processors are organized mainly to process a triangle as fast as possible and recently parallel 3D rendering processors, which can process multiple triangles in parallel with multiple rasterizers, begin to appear. For high performance in processing triangles, it is desirable for each rasterizer have its own local pixel cache. However, the consistency problem may occur in accessing the data at the same address simultaneously by more than one rasterizer. In this paper, we propose a parallel rendering processor architecture, called DAVID II, resolving such consistency problem effectively. Moreover, the proposed architecture reduces the latency due to a pixel cache miss significantly. The experimental results show that DAVID II achieves almost linear speedup at best case even in sixteen rasterizers.

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A Design of 3D Graphics Lighting Processor for Mobile Applications (휴대 단말기용 3D Graphics Lighting Processor 설계)

  • Yang, Joon-Seok;Kim, Ki-Chul
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.837-840
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    • 2005
  • This paper presents 3D graphics lighting processor based on vector processing using pipeline chaining. The lighting process of 3D graphics rendering contains many arithmetic operations and its complexity is very high. For high throughput, proposed processor uses pipelined functional units. To implement fully pipelined architecture, we have to use many functional units. Hence, the number of functional units is restricted. However, with the restricted number of pipelined functional units, the utilization of the units is reduced and a resource reservation problem is caused. To resolve these problems, the proposed architecture uses vector processing using pipeline chaining. Due to its pipeline chaining based architecture, it can perform 4.09M vertices per 1 second with 100MHz frequency. The proposed 3D graphics lighting processor is compatible with OpenGL ES API and the design is implemented and verified on FPGA.

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Design of Special Function Unit for Vectorized SIMD Programmable Unified Shader (벡터화된 SIMD 프로그램어블 통합 셰이더를 위한 특수 함수 유닛 설계)

  • Jung, Jin-Ha;Kim, Kyeong-Seob;Yun, Jeong-Hee;Seo, Jang-Won;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.5
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    • pp.56-70
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    • 2010
  • Rendering technique generating 2 dimensional image to give reality and high performance graphical processor for efficient processing of massive data are necessary to support realistic 3 dimensional graphical image. Recently, graphical hardwares have evolved rapidly. This enables high quality rendering effect that we were unable to process in realtime. Improving shading technique enabled us to render realistic images but still much time is required for this process. Multiple operational units are being integrated in a graphical processor for effective floating point operation using massive data to process almost real looking images. In this paper, we have designed and implemented a special functional unit to support high quality 3 dimensional computer graphic image on programmable integrated shader processor. We have done evaluation through functional level simulation of designed special functional unit. Hardware resource usage rate and execution speed are measured implementing directly on FPGA Virtex-4(xc4vlx200).

Volume Rendering using Grid Computing for Large-Scale Volume Data

  • Nishihashi, Kunihiko;Higaki, Toru;Okabe, Kenji;Raytchev, Bisser;Tamaki, Toru;Kaneda, Kazufumi
    • International Journal of CAD/CAM
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    • v.9 no.1
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    • pp.111-120
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    • 2010
  • In this paper, we propose a volume rendering method using grid computing for large-scale volume data. Grid computing is attractive because medical institutions and research facilities often have a large number of idle computers. A large-scale volume data is divided into sub-volumes and the sub-volumes are rendered using grid computing. When using grid computing, different computers rarely have the same processor speeds. Thus the return order of results rarely matches the sending order. However order is vital when combining results to create a final image. Job-Scheduling is important in grid computing for volume rendering, so we use an obstacle-flag which changes priorities dynamically to manage sub-volume results. Obstacle-Flags manage visibility of each sub-volume when line of sight from the view point is obscured by other subvolumes. The proposed Dynamic Job-Scheduling based on visibility substantially increases efficiency. Our Dynamic Job-Scheduling method was implemented on our university's campus grid and we conducted comparative experiments, which showed that the proposed method provides significant improvements in efficiency for large-scale volume rendering.

Performance Study of Multicore Digital Signal Processor Architectures (멀티코어 디지털 신호처리 프로세서의 성능 연구)

  • Lee, Jongbok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.171-177
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    • 2013
  • Due to the demand for high speed 3D graphic rendering, video file format conversion, compression, encryption and decryption technologies, the importance of digital signal processor system is growing rapidly. In order to satisfy the real-time constraints, high performance digital signal processor is required. Therefore, as in general purpose computer systems, digital signal processor should be designed as multicore architecture as well. Using UTDSP benchmarks as input, the trace-driven simulation has been performed and analyzed for the 2 to 16-core digital signal processor architectures with the cores from simple RISC to in-order and out-of-order superscalar processors for the various window sizes, extensively.