(3.235.191.87) 您好!臺灣時間:2021/05/14 20:44
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果

詳目顯示:::

: 
twitterline
研究生:洪志仰
研究生(外文):Chih-Yang Hung
論文名稱:具有效能檢測的OpenGLES之3D仿真嵌入式應用開發平台
論文名稱(外文):OpenGL ES-based Emulator with Performance Tuning in the 3DApplication Development Platform for Embedded Systems
指導教授:李宗南李宗南引用關係
指導教授(外文):Chung-Nan Lee
學位類別:碩士
校院名稱:國立中山大學
系所名稱:資訊工程學系研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2009
畢業學年度:97
語文別:英文
論文頁數:45
中文關鍵詞:嵌入式系統仿真器效能檢測
外文關鍵詞:EmulatorOpenGL ESEmbedded SystemPerformance Tuning
相關次數:
  • 被引用被引用:0
  • 點閱點閱:438
  • 評分評分:
  • 下載下載:66
  • 收藏至我的研究室書目清單書目收藏:0
隨著3D 繪圖軟硬體的發展,如何在一個低效能且具硬體限制(如記憶體或處理能力)
之嵌入式系統中,開發3D 應用程式,已是一個重要議題。目前在嵌入式系統中有關3D
動畫應用程式之OpenGL ES 仿真器(emulator)開發平台常有兩個缺點。一、並無提供跨
平台之繪圖管線效能檢測;二、常因系統或特殊硬體需求限制,造成開發困難與效能不
彰。因此,我們實現一個具有跨平台之繪圖管線效能檢測且不需特殊硬體環境的OpenGL
ES 仿真器,以建構出3D 嵌入式應用開發平台。提供開發者於PC 上開發時,可對3D
應用程式之效能做出分析,並依不同嵌入式系統的限制做出適當調整,以實現3D 應用
程式。
Developing 3D application for low-performance embedded system often contains some
limitations as hardware specifications (e.g. memory and processing efficiency). Existing
OpenGL ES emulators are designed to provide the development environment for
programmers, but these emulators often are lack of cross-platform performance tuning
analysis for embedded systems and are only suitable for a designated hardware. In this thesis,
we present an OpenGL ES emulator with performance tuning for developing 3D application
of embedded systems without conforming to a specific hardware. It can further help
programmers to emulate 3D application on PC for different development platforms.
Chapter 1 Introduction ............................................................................................................1
Chapter 2 Related Work..........................................................................................................3
2.1 OpenGL ES1.0/2.0 Function Library...........................................................................3
2.2 Existing Emulators.......................................................................................................5
2.2.1 AMD OpenGL ES 2.0 Emulator .......................................................................5
2.2.2 PowerVR SGX OpenGL ES 2.0 SDK ..............................................................6
2.2.3 RenderMonkey..................................................................................................8
2.2.4 Stanford Programmable Shading Project..........................................................9
2.2.5 Vincent 3D Rendering Library OpenGL ES 2.x API......................................11
2.2.6 An Emulator for OpenGL ES 2.0 based on C-language Compiler .................11
2.3 GPTT (Graphics Performance Tuning Tool).............................................................14
2.4 GLtrace ......................................................................................................................16
Chapter 3 Design of the Proposed Emulator.........................................................................17
3.1 Specification ..............................................................................................................18
3.1.1 Performance Tuning of Rendering Pipeline....................................................18
3.1.2 Cross-platform Performance Tuning Engine ..................................................19
3.1.3 Specific Hardware Demand ............................................................................19
3.1.4 Function Supporting........................................................................................19
3.1.5 GLtrace for OpenGL ES .................................................................................19
3.1.6 Development Limitation .................................................................................19
3.1.7 Modular Function GUI ...................................................................................20
3.2 Emulator Organization...............................................................................................20
3.3 Performance Tuning...................................................................................................23
Chapter 4 Implementation.....................................................................................................25
4.1 User Interface.............................................................................................................25
4.2 Edited Windows.........................................................................................................26
4.3 Performance Tuning...................................................................................................27
4.4 Rendering Result........................................................................................................31
Chapter 5 Conclusions ..........................................................................................................34
References...............................................................................................................................35
[1] Khronos, “OpenGL ES,” available at http://www.khronos.org/opengles/
[2] Khronos, “OpenGL ES Common Profile Specification 2.0,” available at
http://www.khronos.org/registry/gles/specs/2.0/es_cm_spec_2.0.21.pdf
[3] Khronos, “OpenGL,” available at http://www.opengl.org/about/
[4] Khronos, “The OpenGL ES Shading Language,” available at
http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.14.pdf
[5] Khronos, “Two Tracks”, available at http://www.khronos.org/opengles/
[6] D. Shreiner, M. Woo, J. Neider and T. Davis, “OpenGL Programming Guide,” Fifth
Edition, Addison-Wesley, 2007.
[7] J. Robert, “Open GL ES 2.0, An Introduction to the Programmable Pipeline,” Simpson
Architect, ATI Research. available at
http://portal.acm.org/citation.cfm?id=1185748
[8] AMD, “AMD OpenGL ES 2.0 emulator,” available at
http://developer.amd.com/GPU/OPENGL/Pages/default.aspx/
[9] PowerVR, “PowerVR SGX OpenGL ES 2.0 SDK,” available at
http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp
[10] AMD, “RenderMonkey™ Toolsuite,” available at
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx
[11] Stanford University, “Stanford Real-Time Programmable Shading Project,” available at
http://graphics.stanford.edu/projects/shading/
[12] Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov and Pat Hanrahan “Real-Time
Procedural Shading System for Programmable Graphics Hardware,” available at
http://graphics.stanford.edu/projects/shading/pubs/sig2001/rtsl.pdf
[13] Vincent 3D Rendering Library, “OpenGL ES 2.x API,” available at
http://www.vincent3d.com/Vincent3D/software/ogles2/ogles2.html
[14] Hawk Software, “GLtrace,” available at http://www.hawksoft.com/gltrace/
[15] C. N. Lee and F. W. Tsai, "An Emulator for OpenGL ES 2.0 based on C-language
Compiler," Computer Graphics Workshop (CGW), Chiayi, 2008.
[16] C. N. Lee, D. J. Zhang-Jian, and K. Y. Lin, “A New FPGA-Based Cross-Platform Graphics Performance Tuning Tool for ARM Versatile Platform,” Computer Graphics
Workshop (CGW), Kaohsiung, 2007.
[17] S. Wortham, “Terra3D,” available at http://www.gldomain.com/Programs/Terra3d.htm
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top