Ju-Ho Sohn
KAIST
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Featured researches published by Ju-Ho Sohn.
international solid-state circuits conference | 2005
Ju-Ho Sohn; Jeong-Ho Woo; Min-Wuk Lee; Hyejung Kim; Ramchan Woo; Hoi-Jun Yoo
A 36 mm/sup 2/ graphics processor with fixed-point programmable vertex shader is designed and implemented for portable two-dimensional (2-D) and three-dimensional (3-D) graphics applications. The graphics processor contains an ARM-10 compatible 32-bit RISC processor,a 128-bit programmable fixed-point single-instruction-multiple-data (SIMD)vertex shader, a low-power rendering engine, and a programmable frequency synthesizer (PFS). Different from conventional graphics hardware, the proposed graphics processor implements ARM-10 co-processor architecture with dual operations so that user-programmable vertex shading is possible for advanced graphics algorithms and various streaming multimedia processing in mobile applications. The circuits and architecture of the graphics processor are optimized for fixed-point operations and achieve the low power consumption with help of instruction-level power management of the vertex shader and pixel-level clock gating of the rendering engine. The PFS with a fully balanced voltage-controlled oscillator (VCO) controls the clock frequency from 8 MHz to 271 MHz continuously and adaptively for low-power modes by software. The chip shows 50 Mvertices/s and 200 Mtexels/s peak graphics performance, dissipating 155 mW in 0.18-/spl mu/m 6-metal standard CMOS logic process.
international solid-state circuits conference | 2003
Ramchan Woo; Sungdae Choi; Ju-Ho Sohn; Seong-Jun Song; Young-Don Bae; Chi-Weon Yoon; Byeong-Gyu Nam; Jeong-Ho Woo; Sung-Eun Kim; In-Cheol Park; Sungwon Shin; Kyung-Dong Yoo; Jin-Yong Chung; Hoi-Jun Yoo
A 121 mm/sup 2/ graphics LSI is for portable 2D/3D graphics and MPEG4 applications. The LSI contains a RISC processor with MAC, a 3D rendering engine, 29Mb DRAM and is built in a 0.16/spl mu/m pure DRAM technology. Programmable clocking allows the LSI to operate in several power modes for various applications. In lower cost mode, power consumption is under 210mW, delivering 264M texture mapped pixels per second.
asian solid state circuits conference | 2005
Hyejung Kim; Byeong-Gyu Nam; Ju-Ho Sohn; Jeong-Ho Woo; Hoi-Jun Yoo
A 32-bit fixed-point logarithmic arithmetic unit is proposed for the possible application to mobile three-dimensional (3-D) graphics system. The proposed logarithmic arithmetic unit performs division, reciprocal, square-root, reciprocal-square-root and square operations in two clock cycles and powering operation in four clock cycles. It can program its number range for accurate computation flexibility of 3-D graphics pipeline and eight -region piecewise linear approximation model for logarithmic and antilogarithmic conversion to reduce the operation error under 0.2%. Its test chip is implemented by 1-poly 6-metal 0.18-mum CMOS technology with 9-k gates. It operates at the maximum frequency of 231 MHz and consumes 2.18 mW at 1.8-V supply
siggraph eurographics conference on graphics hardware | 2004
Ju-Ho Sohn; Ramchan Woo; Hoi-Jun Yoo
The real time 3D graphics becomes one of the attractive applications for 3G wireless terminals although their battery lifetime and memory bandwidth limit the system resources for graphics processing. Instead of using the dedicated hardware engine with complex functions, we propose an efficient hardware architecture of low power vertex shader with programmability. Our architecture includes the following three features: I) a fixed-point SIMD datapath to exploit parallelism in vertex processing while keeping the power consumption low, II) a multithreaded coprocessor interface to decrease unwanted stalls between the main processor and the vertex shader, reducing power consumption by instruction-level power management, III) a programmable vertex engine to increases the datapath throughput by concurrent operations with main processor. Simulation results show that full 3D geometry pipeline can be performed at 7.2M vertices/sec with 115mW power consumption for polygons using the OpenGL lighting model. The improvement is about 10 times greater than that of the latest graphics core with floating-point datapath for wireless applications in terms of processing speed normalized by power consumption, Kvertices/sec per milliwatt.
IEEE Communications Magazine | 2005
Ju-Ho Sohn; Yong-Ha Park; Chi Weon Yoon; Ramchan Woo; Se-Jeong Park; Hoi-Jun Yoo
A full 3D graphics pipeline is investigated, and optimizations of graphics architecture are assessed for satisfying the performance requirements and overcoming the limited system resources found in mobile terminals. Two mobile 3D graphics processor architectures, RAMP and DigiAcc, are proposed based on the analysis, and a prototype development platform (REMY) is implemented. REMY includes a software graphics library and simulation environment developed for more flexible realization of mobile 3D graphics. The experimental results demonstrate the feasibility of mobile 3D graphics with 3.6 Mpolygons/s at 155 mW power consumption for full 3D operation.
asian solid state circuits conference | 2007
Jeong-Ho Woo; Ju-Ho Sohn; Hyejung Kim; Jongcheol Jeong; Euljoo Jeong; Suk-Joong Lee; Hoi-Jun Yoo
A 195 mW, 9.1 Mvertices/s fully programmable 3-D graphics processor is designed and implemented for mobile devices. The mobile unified shader provides programmable per-vertex operations and per-pixel operations in a single hardware and thus, it achieves 35% area and 28% power reduction compared with previous architecture. The pixel-vertex multi-threading enhances the 3-D graphics performance by enabling to compute the per-vertex operations and the per-pixel operations at the same time. By adopting the pixel-vertex multi-threading, 94% of the per-vertex operations are interleaved into the per-pixel operations and enhances 3-D graphics performance in real applications. The logarithmic lighting engine and specialized lighting instruction improve the vertex throughput including transform and OpenGL lighting up to 9.1 Mvertices/s, which is 2.5 times higher performance compared with previous works. The proposed 3-D graphics processor is implemented in 3.3 mmtimes3.0 mm using 0.13 mum CMOS process and it was successfully demonstrated on the system evaluation board.
IEEE Journal of Solid-state Circuits | 2008
Jeong-Ho Woo; Ju-Ho Sohn; Hyejung Kim; Hoi-Jun Yoo
In this paper, we present a low power multimedia SoC with fully programmable 3-D graphics, MPEG4 codec, H.264 decoder, and JPEG codec for mobile devices. The mobile unified shader in 3-D graphics engine provides fully programmable 3-D graphics pipeline with 35% area and 28% power reduction. Low power lighting engine which employs logarithmic number datapath and the specialized lighting instruction enable 9.1 Mvertices/s vertex fill rate, which is 2.5 times improvement compared with previous works including transformations and OpenGL lighting. The SoC consumes less than 152 mW for video applications and less than 195 mW for 3-D graphics applications. The mobile unified shader and merged JPEG/MPEG4 codec reduce the silicon area and the SoC consumes 6.4 mm times 6.4 mm in 0.13 mum CMOS logic process.
IEEE Journal of Solid-state Circuits | 2004
Ramchan Woo; Sungdae Choi; Ju-Ho Sohn; Seong-Jun Song; Young-Don Bae; Hoi-Jun Yoo
A low-power three-dimensional (3-D) rendering engine with two texture units and 29-Mb embedded DRAM is designed and integrated into an LSI for mobile third-generation (3G) multimedia terminals. Bilinear MIPMAP texture-mapped 3-D graphics can be realized with the help of low-power pipeline structure, optimization of datapath, extensive clock gating, texture address alignment, and the distributed activation of embedded DRAM. The scalable performance reaches up to 100 Mpixels/s and 400 Mtexels/s at 50 MHz. The chip is implemented with 0.16-/spl mu/m pure DRAM process to reduce the fabrication cost of the embedded-DRAM chip. The logic with DRAM takes 46 mm/sup 2/ and consumes 140 mW at 33-MHz operation, respectively. The 3-D graphics images are successfully demonstrated by using the fabricated chip on the prototype PDA board.
international symposium on circuits and systems | 2002
Ju-Ho Sohn; Ramchan Woo; Hoi-Jun Yoo
The optimal architecture of personal digital assistants (PDA) system for real-time 3D graphics was analyzed by simulating the 3D applications on the various Advanced RISC Machines (ARM) processor platforms. Simulation results show that for 256/spl times/256 screen resolution, even the performance of 200 MHz StrongARM with 160 MHz floating point unit (FPU) shows only 1.78 % of the requirement of full 3D pipeline. To realize the real-time 3D graphics on PDA, the optimal architecture must contain hardware acceleration engine with embedded DRAM as the rendering stage. In this architecture, MAC-enhanced ARM9 without FPU that is used as a host processor can provide the necessary geometry operations and we verified this architecture by the implementation of a PDA chip.
symposium on vlsi circuits | 2007
Jeong-Ho Woo; Ju-Ho Sohn; Hyejung Kim; Jongcheol Jeong; Euljoo Jeong; Suk Joong Lee; Hoi-Jun Yoo
We present a 152 mW multimedia SoC with MPEG4 codec, H.264 decoder, JPEG codec and fully programmable 3D graphics for mobile applications. The unified shader in 3D graphics engine provides fully programmable 3D graphics with 35% area and 28% power reduction. Logarithmic lighting engine and the specialized lighting instruction give 9.1Mvertices/s vertex fill rate. The merged JPEG/MPEG4 codec and the unified shader reduce the silicon area further and the SoC consumes 6.4 mm times 6.4 mm in 0.13 mum CMOS logic process.