Shader-based tessellation to save memory bandwidth in a mobile multimedia processor
In this paper, we propose an architecture of tessellation hardware to save memory
bandwidth in a mobile multimedia processor. To reduce the implementation overhead …
bandwidth in a mobile multimedia processor. To reduce the implementation overhead …
Adaptive Bit Depth Control for Neural Network Quantization
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 …
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
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 …
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 …
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 …
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
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 …
deploy them in the mobile platform, the networks should be quantized. The quantization of …
Simulation and development environment for mobile 3D graphics architectures
This paper describes a simulation and development environment for designing mobile three-
dimensional (3D) graphics architectures. The proposed simulation and verification …
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 …
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 …
which can be avoided by midpoint algorithms. Previous approaches using midpoint …
An adaptive spatial filter for early depth test
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 …
3D rendering engine. We add a filter stage to the rasterizer in the 3D rendering engine, in an …