Research on the Design and Implementation Techniques of OpenGL ES Based on SDTA Archive - IT Research Paper

Research on the Design and Implementation Techniques of OpenGL ES Based on SDTA

Title Research on the Design and Implementation Techniques of OpenGL ES Based on SDTA
Abstract

In order to simplify the differences of platforms, Khronos Group has organized the international standards named OpenGL ES (OpenGL for Embedded System) for embedded graphics programming. Though OpenGL ES is conditionally transplantable between traditional and popular Operation Triggering Architectures (OTA), OpenGL ES library has different implementing versions such as Vincent OpenGL ES and J2ME-based OpenGL ES for specified architectures and systems.Synchronized Data Triggering Architecture (SDTA), based on Transport Triggering Architecture (TTA), is a high-performance data parallel architecture which is different from the OTA. Therefore, SDTA-oriented research on OpenGL ES is urgent and impotant for implementation of OpenGL ES for SDTA instruction set architecture. The innovative work in this thesis can be summarized as follows.1. Table-driven Cordic(T-Cordic)T-Cordic, which has transformed iterations in classic Cordic into simple 2×2 matrix multiplication and coeffient matrix elements can be available by looking-up tables, is designed for data-intensive instruction set architecture in reality, and proved that it can achieve high-performance significantly on SDTA.2. Optimizing functions built-in OpenGL ES based on SDTAFunctions built-in OpenGL ES is the kenel of OpenGL ES library. It is particularly important to optimize and schedule the instructions for implementing the built-in functions on SDTA. The techniques of optimization include loop unrolling, strength reduction, instruction combing and sub-word parallel.3. Design and optimization of low-level component for OpenGL ESMulti-level structure model for OpenGL ES is proposed, and entity dependency for functions and data structions is defined in this thesis. The core subset of OpenGL ES distilled according to statistic entity dependency is called low-level component for OpenGL ES. Furthermore, the sub-word parallel programming model for SDTA instruction set architecture is a key technique for implementation and optimization of low-level component of OpenGL ES.4. SDTA-oriented unified shader unitProgrammable shader unit is a prerequisite for OpenGL ES supporting programmability. Unified shader, which unified the structure and function of isolated vertex shader and fragment shader, is proposed after studies on tradional vertex shader and fragment shader.

Category Internet
Keywords Built-in Functions, Low-level Component, OpenGL ES, optimization, SDTA, Table-driven Cordic,
FileType PDF
Pages 158
Price US$90.00
Buy Now
Download
Contact E-Mail:itpaper@hotmail.com
TEL:1-888-786-998A
FAQ How to get this paper's electronic documents?
1, Click the "Buy Now" button to complete the online payment
2, Download the paper's electronic document from the successful payment return page/Or the system will send this paper's electronic document to your E-Mail within 24 hours
Favorite ADD TO FAVORITE
Version zh-cn
© IT Research Paper