Shader-based tessellation to save memory bandwidth in a mobile multimedia processor

K Chung, CH Yu, D Kim, LS Kim - Computers & Graphics, 2009 - Elsevier
In this paper, we propose an architecture of tessellation hardware to save memory
bandwidth in a mobile multimedia processor. To reduce the implementation overhead …

Adaptive Bit Depth Control for Neural Network Quantization

Y Seo, D Lim, J Lee, S Song - Electronic Imaging, 2024 - library.imaging.org
Recently, many deep learning applications have been used on the mobile platform. To
deploy them in the mobile platform, the networks should be quantized. The quantization of …

A 186-Mvertices/s 161-mW floating-point vertex processor with optimized datapath and vertex caches

CH Yu, K Chung, D Kim, SH Kim… - IEEE transactions on …, 2009 - ieeexplore.ieee.org
In this paper, a power efficient vertex processor for mobile graphics applications is
presented. A four-threaded and four-issue expanded VLIW datapath with a quad-float vertex …

Adaptive selection of an index in a texture cache

CH Kim, LS Kim - … Conference on Computer Design: VLSI in …, 2004 - ieeexplore.ieee.org
For a specified application, there is an opportunity to improve cache performance by smart
choosing of index bits of a cache. A texture cache for texture map** of 3D computer …

Geometry engine architecture with early backface culling hardware

CY Han, YH Im, LS Kim - Computers & Graphics, 2005 - Elsevier
Most graphics accelerators waste valuable performance on transforming invisible vertices.
To solve this problem, we have performed backface culling (BFC) earlier than transform and …

[PDF][PDF] On quantization of convolutional neural networks for image signal processor

Y Seo, D Lim, J Lee, S Song - Electronic Imaging, 2023 - library.imaging.org
Recently, many deep learning applications have been used on the mobile platform. To
deploy them in the mobile platform, the networks should be quantized. The quantization of …

Simulation and development environment for mobile 3D graphics architectures

WJ Lee, WC Park, VP Srini, TD Han - IET Computers & Digital Techniques, 2007 - IET
This paper describes a simulation and development environment for designing mobile three-
dimensional (3D) graphics architectures. The proposed simulation and verification …

Adaptive tessellation of pn triangle with modified bresenham algorithm

KS Chung - 2003 - koasas.kaist.ac.kr
Reducing the required memory bandwidth is a main issue in 3D computer graphics. PN
triangle solves the memory bandwidth problem by using curved surface representation and …

Division-free rasterizer for perspective-correct texture filtering

D Kim, LS Kim - … IEEE International Symposium on Circuits and …, 2004 - ieeexplore.ieee.org
Perspective-correct texturing for correct 3D graphics images requires per-pixel division,
which can be avoided by midpoint algorithms. Previous approaches using midpoint …

An adaptive spatial filter for early depth test

CH Yu, LS Kim - … IEEE International Symposium on Circuits and …, 2004 - ieeexplore.ieee.org
In this paper, we extend our previous work which is a new method for early depth test in a
3D rendering engine. We add a filter stage to the rasterizer in the 3D rendering engine, in an …