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Ambient Diffusion Specular. I (R,G,B) = Pixel Lighting Value ... Ambient, Diffused, Specular (Phong) Gouraud. RECONFIGURABLE. SHADING CORE. Algorithm ... – PowerPoint PPT presentation

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Title: PROJECT TEAM :


1
LOW POWER RECONFIGURABLE CORE
FOR 3D GRAPHICS SHADING AND TEXTURE MAPPING
PROJECT TEAM
ARUNACHALAM RAMANATHAN JEEVAN CHITTAM KRISHNA
PRASAD NIRUPAMA RAMASWAMY
PROPOSAL
2
OBJECTIVES
  • Design a Reconfigurable Core for 3D Graphics
    Shading at RTL Level.
  • Design a Reconfigurable Core for Texture
    Mapping/Filtering at RTL Level
  • Simulate the Interface between two Cores

3
TYPICAL 3D-GRAPHICS PIPELINE
3D LABS AGP CARD
Floating Point
Fixed Point
4
3D GRAPHICS CORES
Memory Data From CPU
aSOC Interconnect Block
ANSM / Jian
From Geometric Engine
Reconfigurable Texture Mapping Core (with
Texture Memory)
Reconfigurable Shading Core
aSOC Interconnect Block
To Blending / Display Engine
ANSM / Jian
Arun / Rupa Jeuh
Krishna / Jeevan Jeuh
5
GRAPHICS SHADING BACKGROUND
The Lighting Equation for Multiple Light
Sources I KaIa ?I1 to n Ili Kd (
N?. Li?) Ks(N?. H?)s Ambient
Diffusion Specular I (R,G,B)
Pixel Lighting Value Ka,, Kd , Ks Reflection
coefficients Ili Intensity of ith Light
Source N? Unit normal Surface Vector H?
Half Way Unit Vector V? Unit vector directed
towards viewer Li? Unit vector directed
towards the ith Light source
Direction of Reflection
R ?
H ?
N ?
Li?
V ?
Specular Reflection
N1, I1
N2, I2
N3, I3
6
I (R,G,B) Ka Ia (0 lt Ka lt1)
I (R,G,B) Ili ( Kd (Nv.Lv)) Ili 1 to n
(0 lt Kd lt1)
7
Ambient, Diffused Lighting
Gouraud
Independent of Viewer Position
Ambient, Diffused, Specular (Phong)
Depends on Viewer Position
Accounts for Shadows, Reflection, Object
Shininess etc
8
RECONFIGURABLE SHADING CORE
Phong/ Fast Phong Shading
Clock, Control
Constrains/Parameters From Application
Algorithm Architecture Controller
Intensity (R, G, B)
Gouraud Shading
Clock, Control
Vectors From Geometric Engine
  • Reconfiguration
  • Gouraud / Phong
  • Phong / Fast Phong ( Cordic Algorithm)
  • Low Power Achieved at Architecture Level
  • Clock Frequency Variation
  • Disabling Unused Blocks

9
Gouraud/Phong Reconfiguration
N
N
Cordic Algorithm (Normal Vector Interpolation)
P
G
MUX
G / P
Intensity Interpolation
Intensity Computation
Ia, Ili, S Ka, Kd, Ks
G
P
MUX
G / P
X,Y (To Texture Core)
FIFO (Depth No. of Pixels/Triangle) (Width
R,G,B,X,Y)
I (R,G,B) (To Blending Engine)
10

Gouraud Shading Internal Architecture
X,Y
N,L
Kd,Ka
Ia,Ili
Xi,Yi
Intensity Calculator (1)
Edge Interpolator (with LUT)
Intensity Selection Logic
FIFO for Edge Intensities
I (R,G,B)
Edge Interpolator (with LUT)
Intensity Selection Logic
Intensity Buffer (3)
FIFO Empty To Geometric Engine
Scan Line Interpolator (with LUT)
FIFO (Depth Pixels/Triangle) (Width
R,G,B,X,Y Bits) (2)
FIFO Full I (R,G,B) To Display Engine
N1, I1
N2, I2
X,Y To Texture Mapping Core
N3, I3
11
Intensity computation (Gouraud / Phong) I
KaIa ?I1 to n Ili Kd ( N?.Li?)
Ks(N?.Hs?)s
Hir?
Lib?
Lig?
Hig?
Nb?
Nr?
Lir?
Nb?
Ng?
Hib?
s
Nr?
Ng?
MUL
MUL
MUL
MUL
MUL
MUL
Wallace Adder
Wallace Adder
LUT
N.Li
(N. Hi)
Ka
Ia
S 1

Kd
MUL
S 2
Address Generation Logic
MUL
S 4
Kd(N. Li)
- -
ADD
n
- -
MUX
(N. Hi)s
S 128
Ks(N. Hi)s
MUL
S 256
MUX
G/P
MUX
Ili
Ks
MUL
Li (Lir , Lig , Lib )
Ili (Ilir , Ilig , Ilib )
ADD
N (Nr , Ng , Nb )
Hi (Hir , Hig , Hib )
I (R,G,B)
12
TEXTURE MAPPING BACKGROUND
  • Mapping 2D Textures / Patterns on to 3D Objects
  • Adding Realism to computer generated 3D Images

24 Bit Bitmap (RGB) From Memory
13
Texture Mapping Examples
14
Types of Filtering
(u-uf , v-vf)
(u1-uf , v-vf)
Weighting factors
Texel 0
Texel 1

Texel 0 (W0) (1- uf) (1- vf) Texel 1 (W1)
(uf)(1-vf) Texel 2 (W2) uf vf Texel 3 (W3)
(1-uf) vf
(u,v)
Texel 2
(u-uf, v1-vf)
( u1-uf , v1-vf)
Texel 3
Point Filtering ( Nearest neighbor)
Bilinear Filtering
I(pixel) I (Texel) with highest W.
I(x,y) I0 W0 I1 W1 I2
W2 I3 W3
15
TRILINEAR FILTERING
Level n
MIP-MAPPING
I (x,y) (1-Lf). I (Level n-1) Lf . I (Level n)
(U,V)
Lf Fractional Part of Level
x, y Screen Pixel Co-ordinates corresponding to
Texel U,V
Level (n 1)
Bilinear Filtering
Trilinear Filtering
16
RECONFIGURABLE TEXTURE MAPPING CORE
Interleaved Texture Memory Blocks
Memory Data From CPU
Point Filtering
Reconfiguration Control From Application
Controller (Filtering Algorithm Selection)
I (R,G,B)
Bilinear Filtering
X, Y From Shading Core
Trilinear Filtering
U, V From Geometric Engine
U, V Texture Map Co-ordinates
X , Y Screen Pixel Co-ordinates
17
Texture Core Reconfiguration
  • Point Sampling For Low quality Images
  • Bi-linear Filtering High quality Images
  • Tri-linear Filtering High Quality Images with
    Perspective Effect (Mip mapping)

Low Power Operation (Architecture Level)
  • Disabling Unused Memory and Filtering Blocks
  • Configuring Clock for a particular throughput

18
Memory Interleaving
1
0
1
0
4
5
3
2
3
2
0
1
1
0
1
0
7
6
3
2
3
2
Level 0
Level 1
2
3
Assignment of Texels To Memory Banks
Level 2
0, 1 .. 7--- Memory Blocks
19
Texture Mapping Basic Block
High Speed Texture Memory Block
( u,v)
(
Address Generator
Memory Fetch Unit
Multiply Accumulate Unit
I(x,y)
(x,y)
To Blending Unit
Weight Generator
Fetch Accumulate Unit (FAU)
u, v Texture / Bit Map Coordinates x, y
Screen Pixel Coordinates
20
Bilinear Interpolation
Memory Block 1
Memory Block 2
Memory Block 3
Memory Block 4
(u,v)
I(x,y)
FAU for texel 2
FAU for texel 1
FAU for texel 3
FAU for texel 4
To Blending Unit
(x,y)
FAU Fetch Accumulate Unit
21
TRI-LINEAR INTERPOLATION
Level n
Level (Lf)
Bilinear block for Level n computation
From Geometric Engine
I(n)
(u,v)
I(x,y)
MAC
To Blending Engine
Level n -1
I(n-1)
Bilinear block for Level n-1 computation
I(x,y) I(n)( 1-Lf) I(n-1)Lf
Lf Fractional Part of Level
MAC - Multiply Accumulate Unit
22
DELIVERABLES
  • Synthesizable RTL Model for the two cores -
    Shading/Texture Mapping
  • Individual simulation results of the two cores
  • Results of simulation of the integrated cores

23
INTERACTION
Prof. Wayne Burleson
3D Graphics
Interconnect Group
Jeongseon Euh
3D Graphics Core
Reconfigurable Shading Core (Rupa/Arun)
Reconfigurable Texture Mapping Core (Krishna/Jeeva
n)
24
TENTATIVE SCHEDULE
25
REFERENCES
  • Jeongseon Euh and Wayne Burleson ,Exploiting
    Content Variation and Power-Aware 3 D Graphics
    Rendering
  • J.Liang, S. Swaminathan, and R.Tessier , aSOCA
    Scalable, Single chip communications
    architecture
  • Ray Andraka,Survey of CORDIC algorithms for FPGA
    based computers
  • B.Phong, Illumination of for computer generated
    pictures
  • H.Gouraud, Continuous Shading of curved
    surfaces
  • B.Shih, Y.Yeh, and C.Lee , An Area Efficient
    Architecture for 3D Graphics Shading
  • Richard F. Lyon, Phong Shading Reformulation for
    Hardware Renderer Simplification
  • J. Foley, Computer graphics Principles
    Practice
  • 3D Labs Inc. http//www.3Dlabs.com/
  • Intergraph Computer Systems, Texture Mapping in
    the RealiZm II and Intense 3D pro 3D Graphics
    Families


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