![]() ![]() The 3D-HEVC was published in 2015, as an extension of the High Efficiency Video Coding (HEVC). The state-of-the-art for 3D video encoding is the 3D-High Efficiency Video Coding (3D-HEVC). This problem is still higher when 3D videos are required, since much more data are necessary to represent 3D videos. In the near future, 3D contents, like immersive multimedia, augmented and mixed realities, tend to be massively used.ĭigital videos require a high amount of data to be represented and, therefore, efficient compression techniques are necessary to allow the spread use of this type of media as we observe nowadays. Mainly in the world’s actual situation, where the people need to stay at home because of the pandemic of Coronavirus, there is an expressive increase in the internet traffic caused by entertainment and communication, since digital videos are commonly used in these scenarios. The reached results showed that the use of a simpler similarity criterion is an important alternative to be used in DIS tool, mainly if an efficient hardware design is required.Ĭurrently, there has plenty of technologies available for the population. The best results were found with SAD criteria, with losses of only 0.2% in coding efficiency and with expressive gains of more than 50 times in power and more than 35 times in area, when compared with SVDC. Dedicated DIS hardware were designed using each one of each criterion and these designs were described in VHDL and synthesized for TSMC 40 nm. These alternative criteria were evaluated in terms of encoding efficiency and hardware impacts in comparison with the SVDC. This article proposes the substitution of the complex SVDC criterion for simpler and more hardware friendly criteria as SATD, SSE, and SAD. The decision of which DIS mode will be used is done through the SVDC similarity criterion in the DIS original definition. One of the 3D-HEVC novel tools is the DIS tool, which is used to efficiently compress smooth and homogeneous areas of depth maps by using four different prediction modes. When designing graphics intensive applications, one can determine whether the application is fillrate-limited (or shader limited) by seeing if the frame rate increases dramatically when the application runs at a lower resolution or in a smaller window.3D-HEVC is the state-of-the-art standard to compress three-dimensional videos. When a sequence of scenes is extremely complex (many pixels have to be drawn for each scene), the frame rate for the sequence may drop. The time spent drawing the first object is thus wasted because it isn't visible. Scene complexity can be increased by overdrawing, which happens when an object is drawn to the frame buffer, and another object (such as a wall) is then drawn on top of it, covering it up. ![]() For example, today, the number and speed of unified shader processing units has gained attention. In the past, the fillrate has been used as an indicator of performance by video card manufacturers such as ATI and NVIDIA, however, the importance of the fillrate as a measurement of performance has declined as the bottleneck in graphics applications has shifted. The actual fillrate depends on many other factors. ![]() The results of these multiplications correspond to a theoretical number. Another possible method is to multiply the number of pixel pipelines by the GPU's clock frequency. #3D CLOCK TEXTURE MAP HOW TO#However, there is no full agreement on how to calculate and report fillrates. Texture fillrates are given in mega or gigatexels per second. Texture fillrate is obtained by multiplying the number of texture mapping units (TMUs) by the clock frequency of the GPU. Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing unit (GPU) of a video card.Ī similar concept, texture fillrate, refers to the number of texture map elements ( texels) the GPU can map to pixels in one second. In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. For the business-related fill rate, see Service rate. ![]()
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