A Low Power ContentAdaptive Texture Mapping Architecture for RealTime 3D Graphics PowerPoint PPT Presentation

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Title: A Low Power ContentAdaptive Texture Mapping Architecture for RealTime 3D Graphics


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A 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
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Outline
  • Objective and Motivations
  • Texture Mapping
  • Human visual perception
  • Content adaptive texture mapping
  • Proposed architecture
  • Results
  • Conclusion

(From Quake II PC Game)
UMASS Amherst VLSI Signal Processing Group
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Objective 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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Texture 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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Texture Mapping
  • Computation intensive (per fragment)
  • High memory bandwidth
  • 640x480 display, 30 Hz frame rate, 1 layer full
    screen texturing

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Texture Mapping
  • Bilinear interpolation Trilinear
    interpolation

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Human 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)

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Content 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

UMASS Amherst VLSI Signal Processing Group
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Proposed Architecture
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Content 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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Simulation Results
  • 640x480 display, 10 frames
  • Power savings from reduced computation
  • Memory access pattern

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DVS 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

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Conclusion
  • 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
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