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移动GPU可重构背面剔除单元设计与实现 被引量:1
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作者 蒋林 郭佳乐 +3 位作者 邓军勇 田汝佳 张雪婷 樊萌 《西安邮电大学学报》 2018年第1期59-63,78,共6页
针对移动图形处理器对高能效和灵活性的需求,提出一种可重构背面剔除单元的设计方法。根据背面剔除算法的不同实现形式,采用可重构阵列结构,通过4×4个多核处理单元对乘加运算进行并行处理,其中包括对数据的拆分与准备、乘加运算、... 针对移动图形处理器对高能效和灵活性的需求,提出一种可重构背面剔除单元的设计方法。根据背面剔除算法的不同实现形式,采用可重构阵列结构,通过4×4个多核处理单元对乘加运算进行并行处理,其中包括对数据的拆分与准备、乘加运算、以及对不同计算方式的可重构切换,完成可重构背面剔除单元的设计。所设计的可重构背面剔除单元,能够对不可见的背面进行正确剔除,工作频率为121.18 MHz,与专用硬件实现相比,更具灵活性。 展开更多
关键词 移动图形处理器 可重构阵列结构 背面剔除
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Design of a unified rendering shader for mobile device 被引量:1
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作者 Jiang Lin tian rujia +1 位作者 Yang Bowen tian Pu 《The Journal of China Universities of Posts and Telecommunications》 EI CSCD 2019年第3期81-90,共10页
Real-time graphics processing is all along a crucial task of mobile device, and it is conventionally supported by programmable graphics processing unit(GPU). These GPUs are designed to flexibly support vertex and pixe... Real-time graphics processing is all along a crucial task of mobile device, and it is conventionally supported by programmable graphics processing unit(GPU). These GPUs are designed to flexibly support vertex and pixel processing with classic techniques such as on-chip cache and dynamic programmable pipelining. However, it is difficult for the vertex shader and pixel shader to achieve high utilization of hardware resources, even though there is a certain balance by reasonable processor quantity ratio. In this paper, a unified render shader with a very long instruction word(VLIW) processor was designed. The viewport transformation algorithm and the Mipmap mapping algorithm are respectively mapped on the shader, with the purpose of providing an energy-efficient and flexible hardware platform for graphics processing in mobile device. The implemented operating frequency is up to 134 MHz on Xilinx XC7 Z045-2-FFG900 field programmable gate array(FPGA), and unified architecture shader has a performance of 134 Mpixels/s in pixel fill rate, 546 Mtexels/s in texel fill rate. 展开更多
关键词 VERTEX SHADING PIXEL SHADER VLIW mobile device GPU
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