Title: A Low Power ContentAdaptive Texture Mapping Architecture for RealTime 3D Graphics
1A Low Power Content-Adaptive Texture Mapping
Architecture for Real-Time 3D Graphics
- Jeongseon Euh, Jeevan Chittamuru, and Wayne
Burleson - Department of Electrical and Computer Engineering
- University of Massachusetts Amherst
- jeuh, jchittam, burleson_at_ecs.umass.edu
UMASS Amherst VLSI Signal Processing Group
2Outline
- Objective and Motivations
- Texture Mapping
- Human visual perception
- Content adaptive texture mapping
- Proposed architecture
- Results
- Conclusion
(From Quake II PC Game)
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3Objective and Motivations
- Objective
- Propose a content adaptive approach to real-time
3D graphics texture mapping for saving power - Motivations
- Increasing computation cycles
- Virtual reality
- 3D game
- 3D operating system
- 3D graphics for post-PC computing
- Wearable computer
- Notebook computer
- Heads-up display
- Cockpit information center
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4Texture Mapping
- Texture mapping To give realism with less effort
- Interpolation To reduce aliasing
- Point Sampling
- Bilinear 4 Texels
- Trilinear 8 Texels (Mip-mapping)
- Computation Intensive Up to 60 of Fragment
Generator (Trilinear) - High memory bandwidth 100
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5Texture Mapping
- Computation intensive (per fragment)
- High memory bandwidth
- 640x480 display, 30 Hz frame rate, 1 layer full
screen texturing
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6Texture Mapping
- Bilinear interpolation Trilinear
interpolation
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7Human Visual Perception
- Visual sensitivity varies with spatial freq.
(image complexity) and temporal freq (motion). - Used to reduce the number of computations for
video coding and 3D graphics - 3D graphics Level of Detail, Perceptually-based
rendering, etc.
- Spatiotemporal Contrast Sensitivity Function (D.
Kelly 79)
UMASS Amherst VLSI Signal Processing Group
8Content Adaptive Texture Mapping
- Adaptive algorithm
- Bilinear or Trilinear interpolation
- Computation and memory access control
- Computation speed control
- Dynamic voltage scaling (DVS)
- Clock speed 100MHz Clk for Trilinear, 50MHz Clk
Bilinear - Supply voltage 2.5V for Trilinear, 1.6V for
Bilinear - System level supply or On-chip circuitry
- Control criteria
- Contrast sensitivity function
- Predefined spatial frequency of texture map
- Object speed
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9Proposed Architecture
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10Content Adaptive Texture Mapping
- Experimental configuration (TSMC 0.25? CMOS)
- Adaptive texture mapping mode 1
- Trilinear interpolation
- Clock speed 100 MHz
- Supply voltage 2.5 V
- Adaptive texture mapping mode 2
- Bilinear interpolation
- Clock speed 50 MHz
- Supply voltage 1.6 V
- To have the same throughput, use both
interpolation pipelines for both modes - Application software Quake II PC game
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11Simulation Results
- 640x480 display, 10 frames
- Power savings from reduced computation
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12DVS Scheme Implementation
- Feasibility of using DVS and switching overhead
Based on 10 frames of Quake II Switching
delay ? 100?s
- With about 35 switches, DVS can be used for 92
100 of the bilinear computation - Switching overhead is less than 2
UMASS Amherst VLSI Signal Processing Group
13Conclusion
- New approach Content adaptive H/W for low power
3D graphics texture mapping - Human visual perception exploited to reduce
texture mapping computation - Adaptive texture interpolation and DVS scheme
- ? up to 73.8 power savings from computing unit,
- up to 33.9 less memory accesses
- Constraints
- Control parameters from other stage of 3D
graphics rendering system - Trade off between image quality and power savings
ratio
UMASS Amherst VLSI Signal Processing Group