Abstract-In this paper, a multiple-symbol parallel variable length decoding (VLD) scheme is introduced. The scheme is capable of decoding all the codewords in an -bit block of encoded input data stream. The proposed method partially breaks the recursive dependency related to the VLD. First, all possible codewords in the block are detected in parallel and lengths are returned. The procedure results redundant number of codeword lengths from which incorrect values are removed by recursive selection. Next, the index for each symbol corresponding the detected codeword is generated from the length determining the page and the partial codeword defining the offset in symbol table. The symbol lookup can be performed independently from symbol table. Finally, the sum of the valid codeword lengths is provided to an external shifter aligning the encoded input stream for a new decoding cycle. In order to prove feasibility and determine the limiting factors of our proposal, the variable length decoder has been implemented on an field-programmable gate-array (FPGA) technology. When applied to MPEG-2 standard benchmark scenes, on average 4.8 codewords are decoded per cycle resulting in the throughput of 106 million symbols per second.
Tile-based rendering (also called chunk rendering or bucket rendering) is a promising technique for low-power, 3D graphics platforms. This technique decomposes a scene into smaller regions called tiles and renders the tiles oneby-one. The advantage of this scheme is that a small memory integrated on the graphics accelerator can be used to store the color components and z values of one tile, so that accesses to the frame and z buffer are local, on-chip accesses which consume significantly less power than off-chip accesses. Tile-based rendering, however, requires that the primitives (commonly triangles) are sorted into bins corresponding to the tiles. This paper describes several algorithms for sorting the primitives into bins and evaluates their computational complexity and memory requirements. In addition, we present and evaluate several tests for determining if a triangle and a tile overlap. Experimental results obtained using several suitable 3D graphics workloads show that various trade-offs can be made and that, usually, better performance can be obtained by trading it for memory. This information allows the designer to select the appropriate method depending on the amount of memory available and the computational power.
This paper summarizes the results of over 25 research groups or individual researchers that have presented video coding implementations on general-purpose processors with the new single instruction multiple data media instruction set architecture extensions. The extensions are briefly introduced and the fundamentals for extensions, as well as some inherent problems, are explained. The reported attempts to utilize the extensions are divided into kernel-and application-level, as well as platform dependent and independent optimizations. Optimized applications include, in addition to some proprietary methods, all of the major video coding standards such as H.261, H.263, MPEG-4, MPEG-1, and MPEG-2. These optimized implementations include a complete video codec, several decoders, and several encoders. Additionally, a performance comparison is given for four representative encoder implementations based on the reported results. Also included is an overview of future trends for new instructions and architectural speed-up techniques. Index Terms-H.263, MPEG-4, multimedia instructions, single instruction multiple data (SIMD) media instruction set architecture (ISA) extensions, video coding.
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