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Instruction Selection and Scheduling for DSP Kernels on Custom Architectures

As custom architectures become more and more common for DSP applications, instruction selection and scheduling for such applications and architectures become important topics. In this paper, we explore the effects of defining the problem of finding an optimal instruction selection and scheduling as a constraint satisfaction problem (CSP). We incorporate methods based on sub-graph isomorphism and g

MPEG Reconfigurable Video Coding

Traditional efforts in standardizing video coding used to involve a lengthy process that resulted in large monolithic standards and reference codes. This approach has become increasingly ill-suited to the dynamics and the fast changing needs of the video coding community. Most importantly, there used to be no principled approach to leveraging the significant commonalities between the different cod

Explicit Cache Management for Volume Ray-Casting on Parallel Architectures

A major challenge when designing general purpose graphics hardware is to allow efficient access to texture data. Although different rendering paradigms vary with respect to their data access patterns, there is no flexibility when it comes to data caching provided by the graphics architecture. In this paper we focus on volume ray-casting, and show the benefits of algorithm-aware data caching. Our M

Adaptive texture space shading for stochastic rendering

When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naive way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely

Filtered Stochastic Shadow Mapping Using a Layered Approach

Given a stochastic shadow map rendered with motion blur, our goal is to render an image from the eye with motion-blurred shadows with as little noise as possible. We use a layered approach in the shadow map and reproject samples along the average motion vector, and then perform lookups in this representation. Our results include substantially improved shadow quality compared to previous work and a

Constraint Programming Approach to Reconfigurable Processor Extension Generation and Application Compilation

Abstract in UndeterminedIn this article, we present a constraint programming approach for solving hard design problems present when automatically designing specialized processor extensions. Specifically, we discuss our approach for automatic selection and synthesis of processor extensions as well as efficient application compilation for these newly generated extensions. The discussed approach is i

Stochastic Depth Buffer Compression using Generalized Plane Encoding

In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which signifi

Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy

In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of triangular meshes on the graphics processing unit (GPU). Tessellation is performed according to a local test to generate primitives dynamically. The refinement procedure does not require the pre-computation of any refinement pattern. The resulting adaptive procedure is efficient and simple, and generat

Per-Vertex Defocus Blur for Stochastic Rasterization

We present user-controllable and plausible defocus blur for a stochastic rasterizer. We modify circle of confusion coefficients per vertex to express more general defocus blur, and show how the method can be applied to limit the foreground blur, extend the in-focus range, simulate tilt-shift photography, and specify per-object defocus blur. Furthermore, with two simplifying assumptions, we show th

Efficient multi-view ray tracing using edge detection and shader reuse

Stereoscopic rendering and 3D stereo displays are quickly becoming mainstream. The natural extension is autostereoscopic multi-view displays, which by the use of parallax barriers or lenticular lenses, can accommodate many simultaneous viewers without the need for active or passive glasses. As these displays, for the foreseeable future, will support only a rather limited number of views, there is

Airborne microalgae : Insights, opportunities, and challenges

Airborne dispersal of microalgae has largely been a blind spot in environmental biological studies because of their low concentration in the atmosphere and the technical limitations in investigating microalgae from air samples. Recent studies show that airborne microalgae can survive air transportation and interact with the environment, possibly influencing their deposition rates. This minireview

Instruction Selection and Scheduling for DSP Kernels

As custom multicore architectures become more and more common for DSP applications, instruction selection and scheduling for such applications and architectures become important topics. In this paper, we explore the effects of defining the problem of finding an optimal instruction selection and scheduling as a constraint satisfaction problem (CSP). We incorporate methods based on sub-graph isomorp

Backface culling for motion blur and depth of field

For triangles with linear vertex motion, common practice is to backface cull a triangle if it is backfacing at both the start and end of the motion. However, this is not conservative. We derive conservative tests that guarantee that a moving triangle is backfacing over an entire time interval and over the area of a lens. In addition, we present tests for the special cases of only motion blur and o

Faster data structures and graphics hardware techniques for high performance rendering

Computer generated imagery is used in a wide range of disciplines, each with different requirements. As an example, real-time applications such as computer games have completely different restrictions and demands than offline rendering of feature films. A game has to render quickly using only limited resources, yet present visually adequate images. Film and visual effects rendering may not have st

Masked Depth Culling for Graphics Hardware

Hierarchical depth culling is an important optimization, which is present in all modern high performance graphics processors. We present a novel culling algorithm based on a layered depth representation, with a per-sample mask indicating which layer each sample belongs to. Our algorithm is feed forward in nature in contrast to previous work, which rely on a delayed feedback loop. It is simple to i

Dynamic Mapping of Diesel Engine through System identification

From a control design point of view, modern diesel engines are dynamic, nonlinear, MIMO systems. This paper presents a method to find low-complexity black-box dynamic models suitable for model predictive control (MPC) of NOx and soot emissions based on on-line emissions measurements. A four-input-five-output representation of the engine is considered, with fuel injection timing, fuel injection dur