9 research outputs found
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Test and security in a System-on-Chip environment
This dissertation outlines new approaches for test and security in a System-on-Chip (SoC) environment. A methodology is proposed for designing a single test access mechanism (TAM) architecture on each die with a "bandwidth adapter" that allows it to be efficiently used for multiple different test data bandwidths in three-dimensional integrated circuits (3D-IC) using through-silicon vias (TSVs). In this way, a single test architecture can be re-used for pre-bond, partial stack, and post-bond testing while minimizing test time across all phases of test. Unlike previous approaches, this methodology does not need multiple TAM architectures or reconfigurable wrappers in order to be efficient when the test data bandwidth changes. In industry, sequential linear decompression is widely used to reduce data and bandwidth requirements. A new scheme using a multiple polynomial linear feedback shift register (LFSR) with rotating polynomial is proposed here to increase encoding flexibility resulting in higher compression ratios. An algorithm is described to assign test cubes to polynomials in a way that enhances encoding efficiency. For hardware security, a new attack strategy against logic obfuscation is described here. It is based on applying brute force iteratively to each logic cone one at a time and is shown to significantly reduce the number of brute force key combinations that need to be tried by an attacker. It is shown that inserting key gates based on MUXes is an effective approach to increase security against this type of attack. In data security for hardware, existing techniques for computing with encrypted operands are either prohibitively expense (e.g., fully homomorphic encryption) or only work for special cases (e.g., linear circuits). A lightweight scheme implemented at the gate-level is proposed for computing with noise-obfuscated data. By carefully selecting internal locations for noise cancellation in arbitrary logic circuits, the overhead can be greatly minimized. One important application of the proposed scheme is for protecting data inside a computing unit obtained from a third party IP provider where a hidden backdoor access mechanism or hardware Trojan could be maliciously inserted.Electrical and Computer Engineerin
The 1995 Science Information Management and Data Compression Workshop
This document is the proceedings from the 'Science Information Management and Data Compression Workshop,' which was held on October 26-27, 1995, at the NASA Goddard Space Flight Center, Greenbelt, Maryland. The Workshop explored promising computational approaches for handling the collection, ingestion, archival, and retrieval of large quantities of data in future Earth and space science missions. It consisted of fourteen presentations covering a range of information management and data compression approaches that are being or have been integrated into actual or prototypical Earth or space science data information systems, or that hold promise for such an application. The Workshop was organized by James C. Tilton and Robert F. Cromp of the NASA Goddard Space Flight Center
The 1994 Silver Anniversary of APOLLO 11: From the Moon to the Stars
This report summarizes the technology transfer, advanced studies, and research and technology efforts in progress at Marshall Space Flight Center (MSFC) in 1994
Towards a High Quality Real-Time Graphics Pipeline
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in real time. The quality is constantly improving and advanced techniques from feature film visual effects, such as high dynamic range images and support for higher-order surface primitives, have recently been adopted. Visual effect techniques have large computational costs and significant memory bandwidth usage. In this thesis, we identify three problem areas and propose new algorithms that increase the performance of a set of computer graphics techniques. Our main focus is on efficient algorithms for the real-time graphics pipeline, but parts of our research are equally applicable to offline rendering. Our first focus is texture compression, which is a technique to reduce the memory bandwidth usage. The core idea is to store images in small compressed blocks which are sent over the memory bus and are decompressed on-the-fly when accessed. We present compression algorithms for two types of texture formats. High dynamic range images capture environment lighting with luminance differences over a wide intensity range. Normal maps store perturbation vectors for local surface normals, and give the illusion of high geometric surface detail. Our compression formats are tailored to these texture types and have compression ratios of 6:1, high visual fidelity, and low-cost decompression logic. Our second focus is tessellation culling. Culling is a commonly used technique in computer graphics for removing work that does not contribute to the final image, such as completely hidden geometry. By discarding rendering primitives from further processing, substantial arithmetic computations and memory bandwidth can be saved. Modern graphics processing units include flexible tessellation stages, where rendering primitives are subdivided for increased geometric detail. Images with highly detailed models can be synthesized, but the incurred cost is significant. We have devised a simple remapping technique that allowsfor better tessellation distribution in screen space. Furthermore, we present programmable tessellation culling, where bounding volumes for displaced geometry are computed and used to conservatively test if a primitive can be discarded before tessellation. We introduce a general tessellation culling framework, and an optimized algorithm for rendering of displaced Bézier patches, which is expected to be a common use case for graphics hardware tessellation. Our third and final focus is forward-looking, and relates to efficient algorithms for stochastic rasterization, a rendering technique where camera effects such as depth of field and motion blur can be faithfully simulated. We extend a graphics pipeline with stochastic rasterization in spatio-temporal space and show that stochastic motion blur can be rendered with rather modest pipeline modifications. Furthermore, backface culling algorithms for motion blur and depth of field rendering are presented, which are directly applicable to stochastic rasterization. Hopefully, our work in this field brings us closer to high quality real-time stochastic rendering
Improving Encoding Efficiency for Linear Decompressors Using Scan Inversion
The output space of a linear decompressor must be sufficiently large to contain all the test cubes in the test set. The idea proposed in this paper is to use scan inversion to transform the output space of a linear decompressor so as to reduce the number of inputs required thereby increasing the encoding efficiency while still keeping all the test cubes in the output space. Any existing method for designing a linear decompressor (either combinational or sequential) can be used first to obtain the best linear decompressor that it can. Using that linear decompressor as a starting point, the proposed method improves the encoding efficiency further. The key property used by the proposed method is that scan inversion is a linear transformation of the output space and thus the output space remains a linear subspace spanned by a Boolean matrix. Using this property, a systematic procedure based on linear algebra is described for selecting the set of inverting scan cells to maximize encoding efficiency. Experiments indicate that significant improvements in encoding efficiency can be achieved