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博碩士論文 etd-0904109-161135 詳細資訊
Title page for etd-0904109-161135
論文名稱
Title
具有效能檢測的OpenGL ES之3D仿真嵌入式應用開發平台
OpenGL ES-based Emulator with Performance Tuning in the 3DApplication Development Platform for Embedded Systems
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
45
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2009-07-29
繳交日期
Date of Submission
2009-09-04
關鍵字
Keywords
嵌入式系統、仿真器、效能檢測
Emulator, OpenGL ES, Embedded System, Performance Tuning
統計
Statistics
本論文已被瀏覽 5745 次,被下載 2216
The thesis/dissertation has been browsed 5745 times, has been downloaded 2216 times.
中文摘要
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。
Abstract
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.
目次 Table of Contents
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
參考文獻 References
[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
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