Mobile 3D Graphics SoC From Algorithm to Chip

by ; ; ;
Edition: 1st
Format: Hardcover
Pub. Date: 2010-03-01
Publisher(s): Wiley-IEEE Press
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Summary

The first book to explain the principals behind mobile 3D hardware implementation, helping readers understand advanced algorithms, produce low-cost, low-power SoCs, or become familiar with embedded systems As mobile broadcasting and entertainment applications evolve, there is increasing interest in 3D graphics within the field of mobile electronics, particularly for handheld devices. In Mobile 3D Graphics SoC, Yoo provides a comprehensive understanding of the algorithms of mobile 3D graphics and their real chip implementation methods. 3D graphics SoC (System on a Chip) architecture and its interaction with embedded system software are explained with numerous examples. Yoo divides the book into three sections: general methodology of low power SoC, design of low power 3D graphics SoC, and silicon implementation of 3D graphics SoCs and their application to mobile electronics. Full examples are presented at various levels such as system level design and circuit level optimization along with design technology. Yoo incorporates many real chip examples, including many commercial 3D graphics chips, and provides cross-comparisons of various architectures and their performance. Furthermore, while advanced 3D graphics techniques are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and shows what these new embedded systems graphics libraries can provide for 3D graphics and games developers.

Author Biography

Jeong-Ho Woo, Korea Advanced Institute of Science and Technology, Republic of Korea Ju-Ho Sohn, LG Electronics Institute of Technology, Republic of Korea Byeong-Gyu Nam, Samsung Electronics, Republic of Korea Hoi-Jun Yoo, Korea Advanced Institute of Science and Technology, Republic of Korea

Table of Contents

Prefacep. ix
Introductionp. 1
Mobile 3D Graphicsp. 1
Mobile Devices and Design Challengesp. 3
Mobile Computing Powerp. 3
Mobile Display Devicesp. 5
Design Challengesp. 5
Introduction to SoC Designp. 6
About this Bookp. 7
Application Platformp. 9
SoC Design Paradigmsp. 9
Platform and Set-based Designp. 9
Modeling: Memory and Operationsp. 14
System Architecturep. 18
Reference Machine and APIp. 18
Communication Architecture Designp. 22
System Analysisp. 25
Low-power SoC Designp. 27
CMOS Circuit-level Low-power Designp. 27
Architecture-level Low-power Designp. 27
System-level Low-power Designp. 28
Network-on-Chip based SoCp. 28
Network-on-Chip Basicsp. 29
NoC Design Considerationsp. 41
Case Studies of Chip Implementationp. 48
Introduction to 3D Graphicsp. 67
The 3D Graphics Pipelinep. 68
The Application Stagep. 68
The Geometry Stagep. 68
The Rendering Stagep. 74
Programmable 3D Graphicsp. 78
Programmable Graphics Pipelinep. 78
Shader Modelsp. 81
Mobile 3D Graphicsp. 85
Principles of Mobile 3D Graphicsp. 85
Application Challengesp. 86
Design Principlesp. 87
Mobile 3D Graphics APIsp. 91
KAIST MobileGLp. 91
Khronos OpenGL-ESp. 93
Microsoft's Direct3D-Mobilep. 95
Summary and Future Directionsp. 96
Mobile 3D Graphics SoCp. 99
Low-power Rendering Processorp. 100
Early Depth Testp. 101
Logarithmic Datapathsp. 102
Low-power Texture Unitp. 104
Tile-based Renderingp. 106
Texture Compressionp. 107
Texture Filtering and Anti-aliasingp. 109
Low-power Shaderp. 110
Vertex Cachep. 110
Low-power Register Filep. 111
Mobile Unified Shaderp. 113
Real Chip Implementationsp. 119
KAIST RAMP Architecturep. 119
Ramp-IVp. 120
Ramp-Vp. 123
Ramp-VIp. 127
Ramp-VIIp. 132
Industry Architecturep. 139
nVidia Mobile GPU - SC10 and Tegrap. 139
Sony PSPp. 143
Imagination Technology MBX/SGXp. 144
Low-power Rasterizer Designp. 149
Target System Architecturep. 149
Summary of Performance and Featuresp. 150
Block Diagram of the Rasterizerp. 150
Instruction Set Architecture (ISA)p. 151
Detailed Design with Register Transfer Level Codep. 154
Rasterization Top Blockp. 154
Pipeline Architecturep. 156
Main Controller Designp. 156
Rasterization Core Unitp. 158
The Future of Mobile 3D Graphicsp. 295
Game and Mapping Applications Involving Networkingp. 295
Moves Towards More User-centered Applicationsp. 296
Final Remarksp. 297
Appendix Verilog HDL Designp. 299
Introduction to Verilog Designp. 299
Design Levelp. 300
Behavior Levelp. 300
Register Transfer Levelp. 300
Gate Levelp. 300
Design Flowp. 301
Specificationp. 302
High-level Designp. 302
Low-level Designp. 303
RTL Codingp. 303
Simulationp. 304
Synthesisp. 304
Placement and Routingp. 305
Verilog Syntaxp. 305
Modulesp. 306
Logic Values and Numbersp. 307
Data Typesp. 308
Operatorsp. 309
Assignmentp. 311
Ports and Connectionsp. 312
Expressionsp. 312
Instantiationp. 314
Miscellaneousp. 316
Example of Four-bit Adder with Zero Detectionp. 318
Synthesis Scriptsp. 320
Glossariesp. 323
Indexp. 325
Table of Contents provided by Ingram. All Rights Reserved.

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