Texture Format Converter for GPU Power Reduction
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Solution Overview
Problem
Current graphics processing units (GPUs) face challenges in reducing power consumption and hardware resources during 3D graphics rendering, particularly in handling high precision image formats, which can lead to increased power consumption and hardware requirements.
Innovation Solution
A texture processing apparatus and method that converts high precision image formats into lower precision formats based on the required precision level, using a format converter within the GPU, which determines the necessary precision level based on the texture filtering mode, API type, and rendering level, thereby reducing hardware resources and power consumption by removing hardware for high precision computations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If high precision image formats are used for texture processing, then rendering quality is improved, but power consumption and hardware resources increase
Solution Approach 1:
The patent dynamically changes the precision parameter of texture data based on rendering requirements. The format converter transforms high-precision texture formats (e.g., 32-bit floating point) to lower-precision formats (e.g., 16-bit or 8-bit) when high precision is not necessary, thereby reducing power consumption while maintaining adequate rendering quality.
Solution Approach 2:
The system dynamically adjusts texture precision levels based on real-time rendering mode and API requirements. The controller determines whether to maintain high precision or convert to lower precision based on the specific rendering task, making the precision level adaptable rather than fixed, thus optimizing power consumption for each scenario.
2Measurement precision
If high precision image formats are used for texture processing, then rendering quality is improved, but hardware resources and area increase
Solution Approach 1:
The patent changes the precision parameter of texture data from high to low based on rendering requirements. By converting texture formats dynamically, the system reduces the hardware resources needed for texture filtering and processing, thereby reducing the physical area required for hardware installation while maintaining sufficient rendering quality.
Solution Approach 2:
The system uses lower-precision texture formats as a simpler, more resource-efficient alternative to high-precision formats when the full precision is not required. This approach trades off some precision for significant reductions in hardware resources, effectively using 'cheaper' data representations for tasks that don't demand the highest precision.
3Use of energy by moving object
If format conversion to lower precision is performed, then power consumption and hardware resources are reduced, but rendering quality may deteriorate
Solution Approach 1:
The patent intelligently changes precision parameters based on rendering mode and API requirements. The controller evaluates whether high precision is actually needed for the current rendering task and only converts to lower precision when appropriate, thus reducing power consumption without unnecessarily sacrificing rendering quality.
Solution Approach 2:
The system dynamically adjusts precision levels based on real-time rendering requirements. When high-precision APIs or rendering modes are detected, the system maintains high precision; when standard rendering modes are used, it converts to lower precision. This dynamic adaptation ensures rendering quality is preserved when needed while saving power when not needed.
4Area of stationary object
If format conversion to lower precision is performed, then hardware resources and area are reduced, but rendering quality may deteriorate
Solution Approach 1:
The patent dynamically changes texture precision parameters based on rendering requirements and API types. By converting to lower precision formats selectively, the system reduces hardware area requirements for texture processing while maintaining rendering quality when high precision is actually required by the API or rendering mode.
Data Source
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AI summary
A texture processor includes: a texture cache configured to store textures; a controller configured to determine a texture address corresponding to a requested texture among the stored textures and read a texture corresponding to the texture address from the texture cache; a format converter configured to convert a format of the read texture into another format, based on a degree of texture precision required by a graphics processing unit (GPU); and a texture filter configured to perform texture filtering using the read texture having its format converted into the another format.