A Low-Power Content-Adaptive Texture Mapping Architecture for Real-Time 3D Graphics

  • Jeongseon Euh
  • Jeevan Chittamuru
  • Wayne Burleson
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 2325)


The effect of texture mapping in enhancing the realism of computer-generated images has made the support for real-time texture mapping a critical part of 3D graphics pipelines. However, the texture mapping is one of the major power consumers in 3D graphics pipelines due to the intensive interpolation computation and high memory bandwidth. This power consuming requires an increased emphasis on low-power design for the migration of 3D graphics systems into portable and future user interface devices. In this paper, we present a dynamically adaptive hardware texture mapping system that can perform adaptive texture mapping based on a model of human visual perception which is less sensitive to the details of moving objects. This flexibility may result in significant power savings without noticeable quality degradation. Our work shows that power savings, up to 33.9%, comes from the reduced offchip memory accesses as the result of an adaptive texel interpolation algorithm. Additional power savings, up to 73.8%, comes from using variable clock and supply voltage scaling in the adaptive computing unit.


Power Saving Memory Bandwidth Texture Mapping Bilinear Interpolation Texture Memory 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2003

Authors and Affiliations

  • Jeongseon Euh
    • 1
  • Jeevan Chittamuru
    • 1
  • Wayne Burleson
    • 1
  1. 1.Department of Electrical and Computer EngineeringUniversity of MassachusettsAmherst

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