論文使用權限 Thesis access permission:校內外都一年後公開 withheld
開放時間 Available:
校內 Campus: 已公開 available
校外 Off-campus: 已公開 available
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 次 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 |
電子全文 Fulltext |
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。 論文使用權限 Thesis access permission:校內外都一年後公開 withheld 開放時間 Available: 校內 Campus: 已公開 available 校外 Off-campus: 已公開 available |
紙本論文 Printed copies |
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。 開放時間 available 已公開 available |
QR Code |