Traditional graphics hardware architectures implement what we call the push architecture for texture mapping. Local memory is dedicated to the accelerator for fast local retrieval of texture during rasterization, and the application is responsible for managing this memory. The push architecture has a bandwidth advantage, but disadvantages of limited texture capacity, escalation of accelerator memory requirements (and therefore cost), and poor memory utilization. The push architecture also requires the programmer to solve the bin-packing problem of managing accelerator memory each frame. More recently graphics hardware on PC-class machines has moved to an implementation of what we call the pull architecture. Texture is stored in system memor...
Tile-based rasterization was recently proposed as a solution for en-abling three dimensional compute...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
Abstract — A low-power three-dimensional (3-D) graphics rendering engine with lighting acceleration ...
Abstract — With increasing interest in sophisticated graphics capabilities in mobile systems, energy...
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth an...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
In this dissertation, we address low-power high performance 3D graphics accelerator architectures. T...
This column examines the texture cache, an essential component of modern GPUs that plays an importan...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for a...
We present texture cache approximation as a method for using ex-isting hardware on GPUs to eliminate...
Vector processors have good performance, cost and adaptability when targeting multimedia application...
The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily o...
In this work, we demonstrate a system that allows texture memory on multiple GPUs to be virtualized ...
Tile-based rasterization was recently proposed as a solution for en-abling three dimensional compute...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
Abstract — A low-power three-dimensional (3-D) graphics rendering engine with lighting acceleration ...
Abstract — With increasing interest in sophisticated graphics capabilities in mobile systems, energy...
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth an...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
In this dissertation, we address low-power high performance 3D graphics accelerator architectures. T...
This column examines the texture cache, an essential component of modern GPUs that plays an importan...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for a...
We present texture cache approximation as a method for using ex-isting hardware on GPUs to eliminate...
Vector processors have good performance, cost and adaptability when targeting multimedia application...
The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily o...
In this work, we demonstrate a system that allows texture memory on multiple GPUs to be virtualized ...
Tile-based rasterization was recently proposed as a solution for en-abling three dimensional compute...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
Abstract — A low-power three-dimensional (3-D) graphics rendering engine with lighting acceleration ...