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1996 IEEE International Conference on Application-Specific Systems, Architectures and Processors (ASAP'96)
Architectural Optimizations For A Floating Point Multiply-Accumulate Unit In A Graphics Pipeline
Chicago, IL
August 19-August 23
ISBN: 0-8186-7542-X
K.P. Acken, Dept. of Comput. Sci. & Eng., Pennsylvania State Univ., University Park, PA, USA
M.J. Irwin, Dept. of Comput. Sci. & Eng., Pennsylvania State Univ., University Park, PA, USA
R.M. Owens, Dept. of Comput. Sci. & Eng., Pennsylvania State Univ., University Park, PA, USA
A.K. Garga, Dept. of Comput. Sci. & Eng., Pennsylvania State Univ., University Park, PA, USA
Scientific visualization and virtual reality have pushed three-dimensional graphics engines to their limits for updating scenes in real-time. One bottleneck of graphic systems is the transformation of an object's vertices into normalized space based on an evaluated transformation stack. This operation as often done in floating point, requiring a fast floating point multiply-accumulate unit. This paper presents architectural optimizations to a graphics pipeline floating point multiply-accumulate unit by using block floating point and parallelism to bypass or merge trivial operations in the matrix multiplications.
Index Terms:
data visualisation; virtual reality; computer graphics; matrix multiplication; floating point arithmetic; architectural optimizations; floating point multiply-accumulate unit; graphics pipeline; scientific visualization; virtual reality; three-dimensional graphics engines; normalized space; parallelism; matrix multiplications
Citation:
K.P. Acken, M.J. Irwin, R.M. Owens, A.K. Garga, "Architectural Optimizations For A Floating Point Multiply-Accumulate Unit In A Graphics Pipeline," asap, pp.65, 1996 IEEE International Conference on Application-Specific Systems, Architectures and Processors (ASAP'96), 1996
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