Knowledge (XXG)

Texture mapping unit

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Some units are used more than others, and in an effort to increase the processor's entire performance, they attempted to find a "sweet spot" in the number of units needed for optimum efficiency without the need for excess silicon. In this architecture the name pixel pipeline lost its meaning as pixel
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processing is becoming more important, this number still holds some weight. Best example of this is the X1600 XT. This card has a 3 to 1 ratio of pixel shader processors/texture mapping units. As a result, the X1600 XT achieves lower performance when compared to other GPUs of the same era and class
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A pipeline isn't formally accepted as a technical term. There are different pipelines within a graphics processor as there are separate functions being performed at any given time. Historically, it has been referred to as a pixel processor that is attached to a dedicated TMU. A Geforce 3 had four
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units. It is the TMU's job to apply texture operations to pixels. The number of texture units in a graphics processor is used when comparing two different cards for texturing performance. It is reasonable to assume that the card with more TMUs will be faster at processing texture information. In
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The ATI Radeon 9700 was first to break this mould, by placing a number of vertex shader engines independent of the pixel shaders. The R300 GPU used in the Radeon 9700 had four global vertex shaders, but split the rest of the rendering pipeline in half (it was, so to speak, dual core) each half,
151:(such as nVidia's 7600GT) . In the mid range, texture mapping can still very much be a bottleneck. However, at the high end, the X1900 XTX has this same 3 to 1 ratio, but does just fine because screen resolutions top out and it has more than enough texture mapping power to handle any display. 91:(ROPs). For example, in AMD's Cypress GPU, each shader pipeline (of which there are 20) has four TMUs, giving the GPU 80 TMUs. This is done by chip designers to closely couple shaders and the texture engines they will be working with. 175:
modern GPUs TMUs contain Texture Address Units(TA) and Texture Filtering Units(TF). Texture Address Units map texels to pixels and can perform texture addressing modes. Texture Filtering Units optionally perform hardware based
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The vertex shader had long been decoupled, starting with the R300, but the pixel shader was not so easily done, as it required colour data (e.g. texture samples) to work with, and hence needed to be closely coupled to a TMU.
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Said coupling remains to this day, where the shader engine, made of units able to run either vertex or pixel data, is tightly coupled to a TMU but has a crossbar dispatcher between its output and the bank of ROPs.
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The TMU came about due to the compute demands of sampling and transforming a flat image (as the texture map) to the correct angle and perspective it would need to be in 3D space. The compute operation is a large
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take a texture and 'map' it to a piece of geometry. That is, they wrap the texture around the geometry and produce textured pixels which can then be written to the screen. Textures can be an actual image, a
143:. This is called texture mapping and is accomplished by texture mapping units (TMUs) on the videocard. Texture fill rate is a measure of the speed with which a particular card can perform texture mapping. 998: 351: 467: 848: 403: 677: 993: 381: 295: 344: 430: 1073: 629: 193:
A pipeline is the graphics card's architecture, which provides a generally accurate idea of the computing power of a graphics processor.
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pixel pipelines, each of which had two TMUs. The rest of the pipeline handled things like depth and blending operations.
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Textures need to be addressed and filtered. This job is done by TMUs that work in conjunction with pixel and
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Therefore, the ROP is where the GPU's output is assembled into a bitmapped image ready for display.
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The Render Output Pipeline is an inherited term, and more often referred to as the
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in 1,2, or 3 dimensions may be used to store arbitrary data. By providing
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called a quad, had four pixel shaders, four TMUs and four ROPs.
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Component of a GPU which alters bitmap images for use as textures
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To render a 3D scene, textures are mapped over the top of
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They are able to rotate, 217:Render output pipelines (ROPs) 83:In 2013, TMUs are part of the 1: 160:Texture mapping units (TMUs) 1074:Geometry in computer vision 31:) is a component in modern 1090: 220: 186: 163: 132: 98: 33:graphics processing units 708:Video display controller 361:Graphics processing unit 89:Render Output Pipelines 87:and decoupled from the 823:Shared graphics memory 71:Background and history 1009:Hardware acceleration 713:Video processing unit 934:Performance per watt 703:Texture mapping unit 652:Unified shader model 25:texture mapping unit 876:Integrated graphics 1026:Parallel computing 902:Display resolution 683:Render output unit 673:Geometry processor 233:render output unit 227:Render output unit 1069:Graphics hardware 1056: 1055: 871:External graphics 854:Discrete graphics 818:Memory controller 581:Graphics pipeline 542: 541: 189:Graphics pipeline 177:texture filtering 129:Texture fill rate 61:graphics pipeline 21:computer graphics 1081: 1031:Vector processor 1014:Image processing 1004:Graphics library 939:Transistor count 881:System on a chip 813:Memory bandwidth 693:Stream processor 372: 354: 347: 340: 331: 312: 311: 309: 307: 298:. Archived from 292: 101:Digital geometry 1089: 1088: 1084: 1083: 1082: 1080: 1079: 1078: 1059: 1058: 1057: 1052: 943: 885: 837: 717: 656: 647:Tiled rendering 538: 487: 458:InfiniteReality 363: 358: 321: 316: 315: 305: 303: 294: 293: 289: 284: 272: 252: 229: 223:Raster graphics 221:Main articles: 219: 191: 185: 168: 166:Texture mapping 162: 157: 137: 131: 103: 97: 85:shader pipeline 78:matrix multiply 73: 67:graphics card. 53:texture mapping 17: 12: 11: 5: 1087: 1085: 1077: 1076: 1071: 1061: 1060: 1054: 1053: 1051: 1050: 1045: 1044: 1043: 1033: 1028: 1023: 1022: 1021: 1011: 1006: 1001: 996: 991: 990: 989: 984: 974: 973: 972: 967: 962: 951: 949: 945: 944: 942: 941: 936: 931: 926: 921: 920: 919: 914: 904: 899: 893: 891: 887: 886: 884: 883: 878: 873: 868: 867: 866: 861: 851: 845: 843: 839: 838: 836: 835: 830: 828:Texture memory 825: 820: 815: 810: 809: 808: 803: 798: 793: 788: 778: 777: 776: 771: 766: 761: 756: 751: 746: 736: 731: 725: 723: 719: 718: 716: 715: 710: 705: 700: 695: 690: 685: 680: 675: 670: 664: 662: 658: 657: 655: 654: 649: 644: 639: 634: 633: 632: 622: 617: 616: 615: 605: 600: 595: 594: 593: 588: 578: 577: 576: 571: 566: 556: 554:Compute kernel 550: 548: 544: 543: 540: 539: 537: 536: 531: 526: 521: 516: 511: 506: 501: 495: 493: 489: 488: 486: 485: 480: 475: 470: 465: 460: 455: 450: 449: 448: 443: 438: 428: 427: 426: 421: 416: 411: 401: 400: 399: 394: 389: 378: 376: 369: 365: 364: 359: 357: 356: 349: 342: 334: 328: 327: 320: 319:External links 317: 314: 313: 286: 285: 283: 280: 279: 278: 276:Execution unit 271: 268: 251: 248: 218: 215: 187:Main article: 184: 181: 164:Main article: 161: 158: 156: 153: 141:polygon meshes 133:Main article: 130: 127: 99:Main article: 96: 93: 72: 69: 57:graphics cards 15: 13: 10: 9: 6: 4: 3: 2: 1086: 1075: 1072: 1070: 1067: 1066: 1064: 1049: 1046: 1042: 1039: 1038: 1037: 1034: 1032: 1029: 1027: 1024: 1020: 1017: 1016: 1015: 1012: 1010: 1007: 1005: 1002: 1000: 997: 995: 992: 988: 985: 983: 980: 979: 978: 975: 971: 968: 966: 963: 961: 958: 957: 956: 953: 952: 950: 946: 940: 937: 935: 932: 930: 927: 925: 922: 918: 915: 913: 910: 909: 908: 905: 903: 900: 898: 895: 894: 892: 888: 882: 879: 877: 874: 872: 869: 865: 862: 860: 857: 856: 855: 852: 850: 847: 846: 844: 840: 834: 831: 829: 826: 824: 821: 819: 816: 814: 811: 807: 804: 802: 799: 797: 794: 792: 789: 787: 784: 783: 782: 779: 775: 772: 770: 767: 765: 762: 760: 757: 755: 752: 750: 747: 745: 742: 741: 740: 737: 735: 732: 730: 727: 726: 724: 720: 714: 711: 709: 706: 704: 701: 699: 696: 694: 691: 689: 686: 684: 681: 679: 676: 674: 671: 669: 666: 665: 663: 659: 653: 650: 648: 645: 643: 640: 638: 635: 631: 628: 627: 626: 623: 621: 618: 614: 611: 610: 609: 608:Rasterisation 606: 604: 601: 599: 598:HDR rendering 596: 592: 589: 587: 584: 583: 582: 579: 575: 572: 570: 567: 565: 562: 561: 560: 557: 555: 552: 551: 549: 545: 535: 532: 530: 527: 525: 522: 520: 517: 515: 512: 510: 507: 505: 504:Apple silicon 502: 500: 497: 496: 494: 490: 484: 483:Apple silicon 481: 479: 476: 474: 471: 469: 466: 464: 461: 459: 456: 454: 451: 447: 444: 442: 439: 437: 434: 433: 432: 429: 425: 422: 420: 417: 415: 412: 410: 407: 406: 405: 402: 398: 395: 393: 390: 388: 385: 384: 383: 380: 379: 377: 373: 370: 366: 362: 355: 350: 348: 343: 341: 336: 335: 332: 326: 323: 322: 318: 302:on 2006-05-28 301: 297: 291: 288: 281: 277: 274: 273: 269: 267: 265: 264:interpolation 261: 257: 249: 247: 244: 242: 238: 234: 228: 224: 216: 214: 210: 206: 202: 198: 194: 190: 182: 180: 178: 173: 172:vertex shader 167: 159: 154: 152: 149: 144: 142: 136: 128: 126: 124: 120: 115: 111: 107: 102: 94: 92: 90: 86: 81: 79: 70: 68: 66: 62: 58: 54: 50: 46: 42: 38: 34: 30: 26: 22: 1036:Video coding 702: 637:Tessellation 547:Architecture 304:. Retrieved 300:the original 290: 260:texture maps 253: 250:Use in GPGPU 245: 237:antialiasing 230: 211: 207: 203: 199: 195: 192: 169: 148:pixel shader 145: 138: 104: 82: 74: 55:. In modern 45:bitmap image 28: 24: 18: 1019:Compression 890:Performance 842:Form factor 734:Framebuffer 698:Tensor unit 688:Shader unit 620:Ray-tracing 559:Fabrication 534:Intel 2700G 468:3dfx Voodoo 463:NEC µPD7220 241:framebuffer 123:normal maps 110:3D geometry 1063:Categories 929:Frame rate 897:Clock rate 859:Clustering 661:Components 441:Radeon Pro 282:References 121:, or even 114:video card 960:Scrolling 864:Switching 519:VideoCore 183:Pipelines 106:3D scenes 907:Fillrate 586:Geometry 446:Instinct 270:See also 135:Fillrate 119:lightmap 95:Geometry 49:3D model 987:Texture 917:Texel/s 912:Pixel/s 849:IP core 801:HBM-PIM 668:Blitter 642:T&L 613:Shading 529:Imageon 524:Vivante 514:PowerVR 478:Glaze3D 409:GeForce 375:Desktop 155:Details 146:Though 65:Voodoo2 41:distort 965:Sprite 924:FLOP/s 722:Memory 591:Vertex 574:MOSFET 569:FinFET 499:Adreno 492:Mobile 453:Matrox 436:Radeon 414:Quadro 404:Nvidia 306:11 May 39:, and 37:resize 1041:Codec 999:GPGPU 806:HBM3E 791:HBM2E 774:GDDR7 769:GDDR6 764:GDDR5 759:GDDR4 754:GDDR3 749:GDDR2 739:SGRAM 424:Tegra 419:Tesla 382:Intel 256:GPGPU 1048:VLIW 994:ASIC 970:Tile 948:Misc 833:VRAM 796:HBM3 786:HBM2 744:GDDR 630:SIMT 625:SIMD 564:CMOS 509:Mali 308:2006 225:and 23:, a 781:HBM 729:DMA 603:MAC 431:AMD 397:Arc 368:GPU 254:In 29:TMU 19:In 1065:: 982:GI 977:3D 955:2D 473:S3 392:Xe 387:GT 258:, 179:. 43:a 353:e 346:t 339:v 310:. 27:(

Index

computer graphics
graphics processing units
resize
distort
bitmap image
3D model
texture mapping
graphics cards
graphics pipeline
Voodoo2
matrix multiply
shader pipeline
Render Output Pipelines
Digital geometry
3D scenes
3D geometry
video card
lightmap
normal maps
Fillrate
polygon meshes
pixel shader
Texture mapping
vertex shader
texture filtering
Graphics pipeline
Raster graphics
Render output unit
render output unit
antialiasing

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