Chang-Hyo Yu

According to our database1, Chang-Hyo Yu authored at least 22 papers between 2003 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Links

On csauthors.net:

Bibliography

2024

2013
72.5GFLOPS 240Mpixel/s 1080p 60fps multi-format video codec application processor enabled with GPGPU for fused multimedia application.
Proceedings of the 2013 IEEE International Solid-State Circuits Conference, 2013

2011
A Dual-Shader 3-D Graphics Processor With Fast 4-D Vector Inner Product Units and Power-Aware Texture Cache.
IEEE Trans. Very Large Scale Integr. Syst., 2011

A Memory-Efficient Unified Early Z-Test.
IEEE Trans. Vis. Comput. Graph., 2011

2009
A 186-Mvertices/s 161-mW Floating-Point Vertex Processor With Optimized Datapath and Vertex Caches.
IEEE Trans. Very Large Scale Integr. Syst., 2009

Shader-based tessellation to save memory bandwidth in a mobile multimedia processor.
Comput. Graph., 2009

2008
An Area Efficient Early Z -Test Method for 3-D Graphics Rendering Hardware.
IEEE Trans. Circuits Syst. I Regul. Pap., 2008

A 36 fps SXGA 3-D Display Processor Embedding a Programmable 3-D Graphics Rendering Engine.
IEEE J. Solid State Circuits, 2008

A 3D graphics processor with fast 4D vector inner product units and power aware texture cache.
Proceedings of the IEEE 2008 Custom Integrated Circuits Conference, 2008

Tessellation-enabled shader for a bandwidth-limited 3D graphics engine.
Proceedings of the IEEE 2008 Custom Integrated Circuits Conference, 2008

2007
An Energy-Efficient Mobile Vertex Processor With Multithread Expanded VLIW Architecture and Vertex Caches.
IEEE J. Solid State Circuits, 2007

A 36fps SXGA 3D Display Processor with a Programmable 3D Graphics Rendering Engine.
Proceedings of the 2007 IEEE International Solid-State Circuits Conference, 2007

Triangle-Level Depth Filter Method for Bandwidth Reduction in 3D Graphics Hardware.
Proceedings of the International Symposium on Circuits and Systems (ISCAS 2007), 2007

A 186Mvertices/s 161mW Floating-Point Vertex Processor for Mobile Graphics Systems.
Proceedings of the IEEE 2007 Custom Integrated Circuits Conference, 2007

2006
An SoC with 1.3 gtexels/s 3-D graphics full pipeline for consumer applications.
IEEE J. Solid State Circuits, 2006

A 120Mvertices/s multi-threaded VLIW vertex processor for mobile multimedia applications.
Proceedings of the 2006 IEEE International Solid State Circuits Conference, 2006

Vertex cache of programmable geometry processor for mobile multimedia application.
Proceedings of the International Symposium on Circuits and Systems (ISCAS 2006), 2006

An efficient texture cache for programmable vertex shaders.
Proceedings of the International Symposium on Circuits and Systems (ISCAS 2006), 2006

2005
A 33.2M vertices/sec programmable geometry engine for multimedia embedded systems.
Proceedings of the International Symposium on Circuits and Systems (ISCAS 2005), 2005

2004
An adaptive spatial filter for early depth test.
Proceedings of the 2004 International Symposium on Circuits and Systems, 2004

2003
A hierarchical depth buffer for minimizing memory bandwidth in 3D rendering engine: Depth Filter.
Proceedings of the 2003 International Symposium on Circuits and Systems, 2003

A hardware-like high-level language based environment for 3D graphics architecture exploration.
Proceedings of the 2003 International Symposium on Circuits and Systems, 2003


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