Abstract — With increasing interest in sophisticated graphics capabilities in mobile systems, energy consumption of graphics hardware is becoming a major design concern in addition to the traditional performance enhancement criteria. Among the different steps in the graphics processing pipeline, we have observed that memory accesses during texture mapping – a highly memory intensive phase – contribute 30-40 % of the energy consumed in typical embedded graphics processors. This makes the texture mapping subsystem an attractive candidate for energy optimization. We argue that a standard cache hierarchy, commonly used by researchers and commercial graphics pro-cessors for texture mapping, is wasteful of energy, and propose the Texture Filter M...
The mobile phone is one of the most widespread devices with rendering capabilities. Those capabiliti...
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for a...
GPUs are one of the most energy-consuming components for real-time rendering applications, since a l...
Traditional graphics hardware architectures implement what we call the push architecture for texture...
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth an...
Modern mobile GPUs integrate an increasing number of shader cores to speedup the execution of graphi...
It is commonplace for graphics processing units or GPUs today to render extremely complex 3D scenes ...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
This column examines the texture cache, an essential component of modern GPUs that plays an importan...
In this dissertation, we address low-power high performance 3D graphics accelerator architectures. T...
From self-driving cars to high dynamic range (HDR) imaging, the demand for image-based applications ...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
We present texture cache approximation as a method for using ex-isting hardware on GPUs to eliminate...
In the area of computer graphics the design of hardware and software has primarily been driven by th...
Minimizing power, increasing performance, and delivering effective memory bandwidth are today's prim...
The mobile phone is one of the most widespread devices with rendering capabilities. Those capabiliti...
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for a...
GPUs are one of the most energy-consuming components for real-time rendering applications, since a l...
Traditional graphics hardware architectures implement what we call the push architecture for texture...
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth an...
Modern mobile GPUs integrate an increasing number of shader cores to speedup the execution of graphi...
It is commonplace for graphics processing units or GPUs today to render extremely complex 3D scenes ...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
This column examines the texture cache, an essential component of modern GPUs that plays an importan...
In this dissertation, we address low-power high performance 3D graphics accelerator architectures. T...
From self-driving cars to high dynamic range (HDR) imaging, the demand for image-based applications ...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
We present texture cache approximation as a method for using ex-isting hardware on GPUs to eliminate...
In the area of computer graphics the design of hardware and software has primarily been driven by th...
Minimizing power, increasing performance, and delivering effective memory bandwidth are today's prim...
The mobile phone is one of the most widespread devices with rendering capabilities. Those capabiliti...
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for a...
GPUs are one of the most energy-consuming components for real-time rendering applications, since a l...