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  • 學位論文

基於近似繪圖法實現之適用於手持裝置之低功率三維繪圖系統

Approximate Rendering Based Low Power GPU for Mobile Devices

指導教授 : 簡韶逸

摘要


近年消費性電子產品在多媒體應用的發展非常蓬勃,其中個人手持式電子裝置如智慧型手機,除了基本的電話、簡訊通訊外,還支援各種的多媒體應用服務,如:數位相機、網路服務、MP3隨身聽、電玩遊戲…等,並大大地影響人們的生活。而從我們日常使用類似產品的經驗中不難發覺,螢幕已成為一個難以取代的使用者介面,也因此人們對於其裝置的「視覺效果」有了越來越高的需求;在手持式裝置上配備三維繪圖處理器(GPUs)的情況也越來越普遍。然為因應使用者對畫面品質的高要求,三維繪圖處理器所需要處理的運算也越來越複雜,這同時意味著更多的能源損耗;對資源極有限的手持式裝置來說,不啻為一大挑戰:如何在顧及畫面品質的前提下,以最有效地方式描繪畫面。更甚者,在電源短缺的時候,如何能提供使用者一個省電的模式,來完成手邊正進行中的重要事項,也是一大考驗。 在這篇論文中,我們提出了一個可調整解析度的繪圖流程(Graphic pipeline),利用近似繪圖的方式,減少需要運算的畫素(Pixel)量,進而達到節省電量的目的。而為能確保繪圖品質的減損維持在可接受的範圍內,我們也提出了一個估計運算誤差的誤差函式(Error function),而推導此誤差函式的方法可以適用於各種繪圖場景,甚至是其他更通用性的物理計算;如此一來,三維繪圖處理器便能更有效率地描繪出符合使用者期待品質的畫面,而在能源的控制上也能達到更細緻的程度。 結合以上的技術,我們修改了一個現有的適用於行動式多媒體裝置的低功率三維繪圖處理器,來測試我們提出的繪圖流程,並將之實現成一個系統晶片平台,原型晶片利用台積電65nm 技術製成,面積為4x4 mm2,其工作頻率為200MHz,最大消耗功率為128 mW。

並列摘要


Due to the fast growth of the market for personal mobile devices and the improvement of process technology, more and more multi-media applications are embedded on our handheld devices. Since most of these devices use the screen as its main user interface, high visual quality becomes one of the most important factors when evaluating the user experience. To achieve this requirement, GPU becomes a great computing power for a mobile device. However, the mobile devices may not have enough power due to the nature of sparse resource. For example, the only power supply for mobile phone is the battery. Therefore, it is a big challenge to maintain visual quality under a low battery situation. In this thesis, we proposed a low power graphics pipeline based on approximate rendering technique with error control scheme. The approximate rendering technique is targeting on reducing the number of rendered pixel and hence to reduce the expensive computation power. The proposed technique can reach a reduction rate of 50% for medium resolution mode and 80% for low resolution mode in most cases. Furthermore, the error control scheme can estimate the error caused by the approximation so the system can render objects adaptively. Consequently the error control scheme, we can render image with fewer pixels but still sustain acceptable quality. Finally, with the proposed techniques above, a multi-core GPU system for mobile devices is implemented. The prototype chip is fabricated in TSMC 65nm technology, and the chip size is 4.0o4.0mm2. The designed working requency is 200MHz, and the worst case power consumption is 128mW.

並列關鍵字

GPU low power 3D rendering mobile devices SoC

參考文獻


[3] Masatoshi Kameyama, Yoshiyuki Kato, Hitoshi Fujimoto, Hiroyasu
Negishi, Yukio Kodama, Yoshitsugu Inoue, and Hiroyuki Kawai, “3d graph-
Ville, Switzerland, Switzerland, 2003, pp. 60–67, Eurographics Association.
stream processor for mobile multimedia applications,” jun. 2008, pp. 24 –25.
pp. 144–147, 2005.

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