• Title/Summary/Keyword: low power 3D graphics accelerator

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A design of low power structures of texture caches for mobile 3D graphics accelerator (모바일 3D 그래픽 가속기를 위한 저전력 텍스쳐 캐쉬 구조 설계)

  • Kim, Young-Sik;Lee, Jae-Young
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.63-70
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    • 2006
  • This paper studied various low power structures of texture caches for mobile 3D graphics accelerator to reduce the memory latency of texture data. Also the paper designed the texture cache with the variable threshold values of power mode transition according to the filtering algorithms. In the trace driven simulation, we compared the performance of those structures using Quake game engine as the benchmark. Also the algorithm was proposed and verified by the simulation, which has variable threshold values of power mode transitions according to the selected texture filtering method.

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A Low Power 3D Graphics Accelerator Considering Both Active and Standby Modes for Mobile Devices (모바일기기의 동작모드와 대기모드를 모두 고려한 저전력 3차원 그래픽 가속기)

  • Kim, Young-Sik
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.2
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    • pp.57-64
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    • 2007
  • This paper proposed the low power texture cache for mobile 3D graphics accelerators. It is very important to reduce the leakage power in the standby mode for mobile 3D graphics accelerators and the memory access latency of texture mapping in the active mode which needs a large memory bandwidth. The proposed structure reduces the leakage power using variable threshold values of power mode transitions according to the selected texture filtering algorithms of application programs, which has the run time gain for texture mapping. In the trace driven cache simulation the proposed structure shows the best 7% performance gain to the previous MSA cache according to the new performance metric considering both normalized leakage power and run time impact.

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.

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.