KEYWORDS: Visualization, Field programmable gate arrays, Transparency, Detection and tracking algorithms, Graphics processing units, Video acceleration, Video, Image compression, Data compression, Standards development
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.
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