
Mobile 3D Graphics SoC From Algorithm to Chip
by Yoo, Hoi-Jun; Woo, Jeong-Ho; Sohn, Ju-Ho; Nam, Byeong-Gyu-
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Summary
Author Biography
Table of Contents
Preface | p. ix |
Introduction | p. 1 |
Mobile 3D Graphics | p. 1 |
Mobile Devices and Design Challenges | p. 3 |
Mobile Computing Power | p. 3 |
Mobile Display Devices | p. 5 |
Design Challenges | p. 5 |
Introduction to SoC Design | p. 6 |
About this Book | p. 7 |
Application Platform | p. 9 |
SoC Design Paradigms | p. 9 |
Platform and Set-based Design | p. 9 |
Modeling: Memory and Operations | p. 14 |
System Architecture | p. 18 |
Reference Machine and API | p. 18 |
Communication Architecture Design | p. 22 |
System Analysis | p. 25 |
Low-power SoC Design | p. 27 |
CMOS Circuit-level Low-power Design | p. 27 |
Architecture-level Low-power Design | p. 27 |
System-level Low-power Design | p. 28 |
Network-on-Chip based SoC | p. 28 |
Network-on-Chip Basics | p. 29 |
NoC Design Considerations | p. 41 |
Case Studies of Chip Implementation | p. 48 |
Introduction to 3D Graphics | p. 67 |
The 3D Graphics Pipeline | p. 68 |
The Application Stage | p. 68 |
The Geometry Stage | p. 68 |
The Rendering Stage | p. 74 |
Programmable 3D Graphics | p. 78 |
Programmable Graphics Pipeline | p. 78 |
Shader Models | p. 81 |
Mobile 3D Graphics | p. 85 |
Principles of Mobile 3D Graphics | p. 85 |
Application Challenges | p. 86 |
Design Principles | p. 87 |
Mobile 3D Graphics APIs | p. 91 |
KAIST MobileGL | p. 91 |
Khronos OpenGL-ES | p. 93 |
Microsoft's Direct3D-Mobile | p. 95 |
Summary and Future Directions | p. 96 |
Mobile 3D Graphics SoC | p. 99 |
Low-power Rendering Processor | p. 100 |
Early Depth Test | p. 101 |
Logarithmic Datapaths | p. 102 |
Low-power Texture Unit | p. 104 |
Tile-based Rendering | p. 106 |
Texture Compression | p. 107 |
Texture Filtering and Anti-aliasing | p. 109 |
Low-power Shader | p. 110 |
Vertex Cache | p. 110 |
Low-power Register File | p. 111 |
Mobile Unified Shader | p. 113 |
Real Chip Implementations | p. 119 |
KAIST RAMP Architecture | p. 119 |
Ramp-IV | p. 120 |
Ramp-V | p. 123 |
Ramp-VI | p. 127 |
Ramp-VII | p. 132 |
Industry Architecture | p. 139 |
nVidia Mobile GPU - SC10 and Tegra | p. 139 |
Sony PSP | p. 143 |
Imagination Technology MBX/SGX | p. 144 |
Low-power Rasterizer Design | p. 149 |
Target System Architecture | p. 149 |
Summary of Performance and Features | p. 150 |
Block Diagram of the Rasterizer | p. 150 |
Instruction Set Architecture (ISA) | p. 151 |
Detailed Design with Register Transfer Level Code | p. 154 |
Rasterization Top Block | p. 154 |
Pipeline Architecture | p. 156 |
Main Controller Design | p. 156 |
Rasterization Core Unit | p. 158 |
The Future of Mobile 3D Graphics | p. 295 |
Game and Mapping Applications Involving Networking | p. 295 |
Moves Towards More User-centered Applications | p. 296 |
Final Remarks | p. 297 |
Appendix Verilog HDL Design | p. 299 |
Introduction to Verilog Design | p. 299 |
Design Level | p. 300 |
Behavior Level | p. 300 |
Register Transfer Level | p. 300 |
Gate Level | p. 300 |
Design Flow | p. 301 |
Specification | p. 302 |
High-level Design | p. 302 |
Low-level Design | p. 303 |
RTL Coding | p. 303 |
Simulation | p. 304 |
Synthesis | p. 304 |
Placement and Routing | p. 305 |
Verilog Syntax | p. 305 |
Modules | p. 306 |
Logic Values and Numbers | p. 307 |
Data Types | p. 308 |
Operators | p. 309 |
Assignment | p. 311 |
Ports and Connections | p. 312 |
Expressions | p. 312 |
Instantiation | p. 314 |
Miscellaneous | p. 316 |
Example of Four-bit Adder with Zero Detection | p. 318 |
Synthesis Scripts | p. 320 |
Glossaries | p. 323 |
Index | p. 325 |
Table of Contents provided by Ingram. All Rights Reserved. |
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