DocumentCode
865867
Title
An exponentiation unit for an OpenGL lighting engine
Author
Harris, David
Author_Institution
Harvey Mudd Coll., Claremont, CA, USA
Volume
53
Issue
3
fYear
2004
fDate
3/1/2004 12:00:00 AM
Firstpage
251
Lastpage
258
Abstract
The OpenGL geometry pipeline lighting stage requires raising a number in the range [0,1] to a power between [1,128] to compute specular reflections and spotlights. The result need only be accurate to a number of bits related to the color depth of the output device. We describe a hardware implementation of such an exponentiation unit based on a logarithm lookup table, a multiplier, and an inverse log table. The inputs arrive in IEEE single-precision floating-point format and the output is a floating-point color component in the range [0,1] with 8-10 bits of accuracy. The log lookup table is partitioned into subintervals to reduce table size and each subinterval is computed from a bipartite table to further reduce size. A synthesized design uses 32k gates to achieve 10-bit accuracy with a latency of 9.4 ns in a 180 nm process. Although the system is tailored to the OpenGL application, the same principles can be applied to the design of other exponentiation units.
Keywords
computational complexity; floating point arithmetic; pipeline arithmetic; software standards; table lookup; IEEE single-precision floating-point format; OpenGL hardware acceleration; OpenGL lighting engine; bipartite table; computer arithmetic; exponentiation unit; floating-point color component; geometry pipeline lighting stage; inverse log table; logarithm lookup table; table complexity; Acceleration; Computational geometry; Computer graphics; Engines; Hardware; Optical reflection; Pipelines; Quantization; Read only memory; Table lookup;
fLanguage
English
Journal_Title
Computers, IEEE Transactions on
Publisher
ieee
ISSN
0018-9340
Type
jour
DOI
10.1109/TC.2004.1261833
Filename
1261833
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