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A Reconfigurable Lighting Engine for Mobile GPU Shaders

  • Ahn, Jonghun (Department of Computer Science and Engineering, Chungnam National University) ;
  • Choi, Seongrim (Department of Computer Science and Engineering, Chungnam National University) ;
  • Nam, Byeong-Gyu (Department of Computer Science and Engineering, Chungnam National University)
  • Received : 2014.10.30
  • Accepted : 2015.01.21
  • Published : 2015.02.28

Abstract

A reconfigurable lighting engine for widely used lighting models is proposed for low-power GPU shaders. Conventionally, lighting operations that involve many complex arithmetic operations were calculated by the shader programs on the GPU, which led to a significant energy overhead. In this letter, we propose a lighting engine to improve the energy-efficiency by supporting the widely used advanced lighting models in hardware. It supports the Blinn-Phong, Oren-Nayar, and Cook-Torrance models, by exploiting the logarithmic arithmetic and optimizing the trigonometric function evaluations for the energy-efficiency. Experimental results demonstrate 12.7%, 42.5%, and 35.5% reductions in terms of power-delay product from the shader program implementations for each lighting model. Moreover, our work shows 10.1% higher energy-efficiency for the Blinn-Phong model compared to the prior art.

Keywords

References

  1. Byeong-Gyu Nam et al., "A Low-Power Vector Processor using Logartithmic Arithmetic for Handheld 3D Graphics Systems" in Proc. IEEE ESSCIRC, 2007.
  2. Farhana Sheikh et al., "A 2.05 GVertices/s 151 mW Lighting Accelerator for 3D Graphics Vertex and Pixel Shading in 32nm CMOS," IEEE J. Solid-State Circuits, 48 (1), pp. 128-139, Jan, 2012. https://doi.org/10.1109/JSSC.2012.2222813
  3. Dempski Kelly et al., "Advanced Lighting and Materials with Shaders," Wordware Publishing, 2005.

Cited by

  1. Double Logarithmic Arithmetic Technique for Low-Power 3-D Graphics Applications vol.25, pp.7, 2017, https://doi.org/10.1109/TVLSI.2017.2667714