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Implementation of 2D Graphic Engine over Embedded LINUXWang, Fu-Min 05 July 2005 (has links)
There are many Operation Systems provide the interface likes the frame buffer in Linux. It let Application Programs can read and write the memory block tightly connecting the operating registers of display card directly to get the goal of directly modifying the monitor display. However, although we have the frame buffer, this kind of graphic processing method is not enough to provide a real-time graphic performance under the needed of huge block drawing and moving.
In order to eliminate the drawback of the low graphic performance of using pure software, there are many cards with 3D graphic engine produced for speeding up the performance of 3D games, like ATI Radeon X850[1] , NVIDIA GeForce 6800[2] and so on. Although the embedded products like digital TV or mobile phone are not needed to have a complex and powerful 3D graphic engine, the idea of speeding up drafting can be provided for the embedded system as a reference. The graphic engine can not only provide a real-time performance of drafting, but also share the work of CPU in embedded system, to achieve the goal of improving graphic performance and cost down.
In the paper, we will implement a 2D graphic engine dynamic shared library for combining the 2D graphic engine and frame buffer on the V/PB926EJ-S target board. To achieve the goal of improving graphic performance, come true the real-time graphic processing ability of Embedded LINUX. And providing a convenient, quickly and reliable software technique of combining hardware resource and operation system together based on the experiment.
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Evaluation and Hardware Implementation of Real-Time Color Compression AlgorithmsOjani, Amin, Caglar, Ahmet January 2008 (has links)
A major bottleneck, for performance as well as power consumption, for graphics hardware in mobile devices is the amount of data that needs to be transferred to and from memory. In, for example, hardware accelerated 3D graphics, a large part of the memory accesses are due to large and frequent color buffer data transfers. In a graphic hardware block color data is typically processed using RGB color format. For both 3D graphic rasterization and image composition several pixels needs to be read from and written to memory to generate a pixel in the frame buffer. This generates a lot of data traffic on the memory interfaces which impacts both performance and power consumption. Therefore it is important to minimize the amount of color buffer data. One way of reducing the memory bandwidth required is to compress the color data before writing it to memory and decompress it before using it in the graphics hardware block. This compression/decompression must be done “on-the-fly”, i.e. it has to be very fast so that the hardware accelerator does not have to wait for data. In this thesis, we investigated several exact (lossless) color compression algorithms from hardware implementation point of view to be used in high throughput hardware. Our study shows that compression/decompression datapath is well implementable even with stringent area and throughput constraints. However memory interfacing of these blocks is more critical and could be dominating.
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Zobrazování objemových dat pomocí programovatelného HW / Volume Rendering Using Programmable HWJošth, Radovan Unknown Date (has links)
This work describes and implementing method for volume data rendering. Main purpose of this work is visualization of scanned 3D data with some current method used for the 3D volumetric scanning. The 3D volumetric scanning is mainly used in medicine and chemistry. System is using programmable pipeline of current graphic cards, which provides us fast parallel work with large volumetric data. This paper introduces some basics about the volumetric rendering and scanning, describes design and at the end, the implementation steps. Result of this project is application which renders volumetric data with OpenGL.
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