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dc.contributor.authorWang, Wei-Tingen_US
dc.contributor.authorChen, Yi-Chien_US
dc.contributor.authorChung, Chung-Pingen_US
dc.date.accessioned2014-12-08T15:09:12Z-
dc.date.available2014-12-08T15:09:12Z-
dc.date.issued2007en_US
dc.identifier.isbn978-1-4244-1026-2en_US
dc.identifier.issn1063-6862en_US
dc.identifier.urihttp://hdl.handle.net/11536/7024-
dc.description.abstractTo reduce area of texture filter for real-time rendering is challenging as user demand for 3-D scene realism increases. This work presents a low-area run-time reconfigurable texture filter design given certain performance requirement A texture filter is a part of a texture unit. The reconfiguration is on a number of bilinear filters as basic function blocks, can be implemented within individual texture unit or across multiple texture units, and is based on hierarchical decomposition of all lands of filtering algorithms. Two reconfiguration designs are proposed and examined The self-content design, in which a texture unit must be equipped with all necessary hardware to deal with all different filtering algorithms; and the sharable design, in which texture units can share their texture filters (and the total amount of useable texture units may thus change). Experimental results show that the sharable design achieves a 12% area reduction, as compared with the self-content designen_US
dc.language.isoen_USen_US
dc.titleA run-time reconfigurable fabric for 3D texture filteringen_US
dc.typeArticleen_US
dc.identifier.journal2007 IEEE INTERNATIONAL CONFERENCE ON APPLICATION-SPECIFIC SYSTEMS, ARCHITECTURES, AND PROCESSORSen_US
dc.citation.spage180en_US
dc.citation.epage185en_US
dc.contributor.department資訊工程學系zh_TW
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.identifier.wosnumberWOS:000255432100027-
Appears in Collections:Conferences Paper