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.
Area-delay trade-offs of texture decompressors for a graphics processing unit
Emilio Novoa Súñer,P. Ituero,M. López-Vallejo
Published 2011 in Microtechnologies
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- Publication year
2011
- Venue
Microtechnologies
- Publication date
2011-05-03
- Fields of study
Computer Science, Engineering
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