A Run-Time Reconfigurable Texture Unit

碩士 === 國立交通大學 === 資訊科學與工程研究所 === 94 === Texture filters are one of cost intensive parts in 3-D Graphics Processing Unit architecture and cost of them is increasing due to revealed floating point filtering techniques in Microsoft Shader Model 3.0 with High Dynamic Range feature and increasing number...

Full description

Bibliographic Details
Main Authors: Wei-Ting Wang, 汪威定
Other Authors: Chung-Ping Chung
Format: Others
Language:en_US
Published: 2006
Online Access:http://ndltd.ncl.edu.tw/handle/80864160712134566276
id ndltd-TW-094NCTU5394164
record_format oai_dc
spelling ndltd-TW-094NCTU53941642016-05-27T04:18:37Z http://ndltd.ncl.edu.tw/handle/80864160712134566276 A Run-Time Reconfigurable Texture Unit 可動態重組之材質處理單元 Wei-Ting Wang 汪威定 碩士 國立交通大學 資訊科學與工程研究所 94 Texture filters are one of cost intensive parts in 3-D Graphics Processing Unit architecture and cost of them is increasing due to revealed floating point filtering techniques in Microsoft Shader Model 3.0 with High Dynamic Range feature and increasing number of texture filters (i.e. # of texture unit, a texture unit is composed of a texture filter and other components) required in GPU architecture. Therefore, a low-cost texture filter design in realistic and real-time rendering is required. The usage of filter types varies over run time. Furthermore, there are a large number of shared operations between each filter type. An all-purpose texture filter which can switch flexibly for all filter type can save significant area. Run-time reconfigurable computing offers an opportunity of obtaining high computing speed at lower hardware costs, compared to ASIC. Long run-length of data requiring the same filter type implies small reconfigurable overhead. In this thesis, a run-time reconfigurable texture filter design with low area-time product is proposed. First, a divide-and-conquer-like design for a low area-time product texture filter within a texture unit is proposed. We form a larger texture filter cross multiple texture units to improve its area-time product by integrating the texture filters within multiple texture units, which is the second design. A round-robin-like design to increase the utilization of a reconfigurable texture unit is proposed. The experimental result shows the texture filter cross multiple texture units design achieve 14.2% area saving with 2.5% longer execution time and 12.1% area-time product reduction compared to texture filters within multiple texture units design. Chung-Ping Chung 鍾崇斌 2006 學位論文 ; thesis 50 en_US
collection NDLTD
language en_US
format Others
sources NDLTD
description 碩士 === 國立交通大學 === 資訊科學與工程研究所 === 94 === Texture filters are one of cost intensive parts in 3-D Graphics Processing Unit architecture and cost of them is increasing due to revealed floating point filtering techniques in Microsoft Shader Model 3.0 with High Dynamic Range feature and increasing number of texture filters (i.e. # of texture unit, a texture unit is composed of a texture filter and other components) required in GPU architecture. Therefore, a low-cost texture filter design in realistic and real-time rendering is required. The usage of filter types varies over run time. Furthermore, there are a large number of shared operations between each filter type. An all-purpose texture filter which can switch flexibly for all filter type can save significant area. Run-time reconfigurable computing offers an opportunity of obtaining high computing speed at lower hardware costs, compared to ASIC. Long run-length of data requiring the same filter type implies small reconfigurable overhead. In this thesis, a run-time reconfigurable texture filter design with low area-time product is proposed. First, a divide-and-conquer-like design for a low area-time product texture filter within a texture unit is proposed. We form a larger texture filter cross multiple texture units to improve its area-time product by integrating the texture filters within multiple texture units, which is the second design. A round-robin-like design to increase the utilization of a reconfigurable texture unit is proposed. The experimental result shows the texture filter cross multiple texture units design achieve 14.2% area saving with 2.5% longer execution time and 12.1% area-time product reduction compared to texture filters within multiple texture units design.
author2 Chung-Ping Chung
author_facet Chung-Ping Chung
Wei-Ting Wang
汪威定
author Wei-Ting Wang
汪威定
spellingShingle Wei-Ting Wang
汪威定
A Run-Time Reconfigurable Texture Unit
author_sort Wei-Ting Wang
title A Run-Time Reconfigurable Texture Unit
title_short A Run-Time Reconfigurable Texture Unit
title_full A Run-Time Reconfigurable Texture Unit
title_fullStr A Run-Time Reconfigurable Texture Unit
title_full_unstemmed A Run-Time Reconfigurable Texture Unit
title_sort run-time reconfigurable texture unit
publishDate 2006
url http://ndltd.ncl.edu.tw/handle/80864160712134566276
work_keys_str_mv AT weitingwang aruntimereconfigurabletextureunit
AT wāngwēidìng aruntimereconfigurabletextureunit
AT weitingwang kědòngtàizhòngzǔzhīcáizhìchùlǐdānyuán
AT wāngwēidìng kědòngtàizhòngzǔzhīcáizhìchùlǐdānyuán
AT weitingwang runtimereconfigurabletextureunit
AT wāngwēidìng runtimereconfigurabletextureunit
_version_ 1718283332422205440