3 May 2011 Area-delay trade-offs of texture decompressors for a graphics processing unit
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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.
© (2011) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Emilio Novoa Súñer, Pablo Ituero, Marisa López-Vallejo, "Area-delay trade-offs of texture decompressors for a graphics processing unit", Proc. SPIE 8067, VLSI Circuits and Systems V, 80670N (3 May 2011); doi: 10.1117/12.886929; https://doi.org/10.1117/12.886929


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