DocumentCode :
2291580
Title :
A chip set for a ray-casting engine
Author :
Hekstra, Gerben J. ; Deprettere, Ed F.
Author_Institution :
Dept. of Electr. Eng., Delft Univ. of Technol., Netherlands
fYear :
1996
fDate :
30 Oct-1 Nov 1996
Firstpage :
211
Lastpage :
220
Abstract :
Rendering artificial scenes is an appealing example of a class of problems leading to complex data dependent algorithms for which efficient software/hardware mapping techniques have to be envisaged. We present one of the ASICs in our rendering system to illustrate our design methodology in more detail. The first step in the algorithm-architecture design is to reformulate an existing naive algorithm in such a way that, as much as possible, only significant operations are performed. The resulting algorithm has a nested loop structure, with non-manifest, data-dependent loop bounds, rendering classical techniques for parallelisation useless. The second step is to greatly reduce the overall computation time of the algorithm by reducing the computational complexity of the innermost loop operation. The third and last step is to map this algorithm on a pipelined architecture, where the pipeline stages-functional units within an ASIC-implement different loop levels. Due to the data dependent nature, the functional units that implement the parts of the loops are time-varying with regard to both execution time and in how much data is produced for the following pipeline stages. Since the execution times of the various pipeline stages are changing, so does the location of the bottleneck over time. Hence the goal is not to keep all pipeline stages continually busy, but to keep the throughput at the most critical innermost loop operation as high as possible
Keywords :
CMOS digital integrated circuits; application specific integrated circuits; computational complexity; digital signal processing chips; pipeline processing; rendering (computer graphics); 1.0 micron; ASIC; CMOS technology; algorithm-architecture design; chip set; computation time reduction; computational complexity reduction; data dependent algorithms; data dependent loop bounds; execution time; functional units; naive algorithm; nested loop structure; pipeline stages; pipelined architecture; ray casting engine; rendering system; software/hardware mapping techniques; throughput; Algorithm design and analysis; Computational complexity; Computer architecture; Design methodology; Engines; Hardware; Layout; Pipelines; Software algorithms; Throughput;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
VLSI Signal Processing, IX, 1996., [Workshop on]
Conference_Location :
San Francisco, CA
Print_ISBN :
0-7803-3134-6
Type :
conf
DOI :
10.1109/VLSISP.1996.558335
Filename :
558335
Link To Document :
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