Descripción
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Graphics Processing Units have become a booster for the microelectronics industry. However, due to intellectual property issues, there is a serious lack of information on implementation details of the hardware architecture that is behind GPUs. For instance, the way texture is handled and decompressed in a GPU to reduce bandwidth usage has never been dealt with in depth from a hardware point of view. This work addresses a comparative study on the hardware implementation of different texture decompression algorithms for both conventional (PCs and video game consoles) and mobile platforms. Circuit synthesis is performed targeting both a reconfigurable hardware platform and a 90nm standard cell library. Area-delay trade-offs have been extensively analyzed, which allows us to compare the complexity of decompressors and thus determine suitability of algorithms for systems with limited hardware resources. | |
Internacional
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Si |
Nombre congreso
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MICROTECHNOLOGIES FOR THE NEW MILLENNIUM 2011 (SPIE 2011) |
Tipo de participación
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960 |
Lugar del congreso
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Praga |
Revisores
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Si |
ISBN o ISSN
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9780819486561 |
DOI
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Fecha inicio congreso
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18/04/2011 |
Fecha fin congreso
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20/04/2011 |
Desde la página
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1 |
Hasta la página
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8 |
Título de las actas
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MICROTECHNOLOGIES FOR THE NEW MILLENNIUM 2011 (SPIE 2011) |