Juwon Yun

Mr. Juwon Yun


Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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23 September 2019 in IEEE Access
Verified
Journal Article
Open access
JLJaeshin Lee
Jaeshin Lee
JYJuwon Yun
Juwon Yun
JLJinyoung Lee
Jinyoung Lee
IHImjae Hwang
Imjae Hwang
DHDukki Hong
Dukki Hong
WPWoo-Chan Park
Woo-Chan Park
This paper proposes a high-throughput lossless image-compression algorithm based on Golomb–Rice coding and its hardware architecture. The proposed solution increases compression ratios (CRs) while preserving the throughput by taking advantage of a novel parallel variable-length sign coding (PVSC) algorithm that reduces the sign bits to achieve a higher CR. In addition, the proposed solution adopts and modifies the two existing compression algorithms to improve the overall compression performance. The experimental results show that the proposed solution yields an average CR of 3.12, which is higher than those achieved with the previous algorithms. The hardware implementation of the proposed solution for an 8 × 8 block unit achieves a throughput of 18 GBps and 24 GBps when encoding and decoding, respectively. This hardware performance is enough to handle 7680×4320@240-Hz image processing.

15 March 2018 in IEEE Access
Verified
Journal Article
Open access
JYJuwon Yun
Juwon Yun
JLJinyoung Lee
Jinyoung Lee
CKCheong Ghil Kim
Cheong Ghil Kim
YLYeong-Kyu Lim
Yeong-Kyu Lim
JNJae-Ho Nah
Jae-Ho Nah
WPWoo-Chan Park
Woo-Chan Park
With the fast-growing development of mobile devices, the application of high-end three-dimensional (3-D) graphics is expanding to include usage in mobile platforms. Recent mobile application processors are equipped with a multicore CPU and a mobile GPU on a single chip, thereby enabling the incorporation of high-end 3-D graphics into mobile devices. The problem is that such features consume large amounts of power. Thus, previous studies focused on estimating the power consumption of mobile GPUs, but such research has been unfamiliar with user perspective. To address this deficiency, the current work developed a novel performance prediction model for mobile GPUs on Adreno. The model uses both the instruction throughput of a unified shader and GFLOPS. The utilization of the Adreno GPUs was adjusted to its maximum value to ensure that their performance is unaffected by dynamic voltage and frequency scaling and throttling functions. The model was validated using GFXBench under real game application environments. The simulation results provided the computational rates of each hardware unit of the Adreno GPUs and the rate of increase in the instruction processing of the unified shader. To verify the accuracy of the model, we compared the difference rates of the prediction results between those derived from the proposed model and those using Snapdragon profiler. The average error rate was 3.32% with three applications running on four different mobile devices.

8 September 2020 in IEEE Access
Verified
Journal Article
Open access
JYJuwon Yun
Juwon Yun
JLJinYoung Lee
JinYoung Lee
WCWoo-Nam Chung
Woo-Nam Chung
CKCheong Kim
Cheong Kim
WPWoo-Chan Park
Woo-Chan Park
In this paper, we propose an effective algorithm of pipelined dividers for double-precision floating-point numbers. This reduces the latency of the previous pipelined dividers without increasing the lookup table size. The experimental results show that the proposed divider reduces the overall latency up to 16% compared to the previous divider.

26 July 2019 in IEEE Access
Verified
Journal Article
Open access
JYJuwon Yun
Juwon Yun
JLJinyoung Lee
Jinyoung Lee
CKCheong Ghil Kim
Cheong Ghil Kim
YLYeongkyu Lim
Yeongkyu Lim
JNJae-Ho Nah
Jae-Ho Nah
WPWoo-Chan Park
Woo-Chan Park
The power consumption models of mobile application processors have emerged as key objects of interest following the tremendous growth in mobile device production given that such consumption is an important factor in the graphics performance of mobile technologies. Conventionally, the performance of the graphics processing units (GPUs) depends critically on texture mapping units, which is why the number of such GPU components and texture fill rates value prominently whenever the GPU performance is evaluated. Our previous work has established a model to predict maximum performance based on unified shaders. By extending the work, this paper developed a practically applicable GPU performance prediction model on the basis of texture mapping performance. The effects of increased texture mapping units on unified shader performance and GPU efficiency were examined, and a performance prediction model based on the number of frames per second (FPS) was constructed. For these purposes, a benchmark related to texture mapping units was formulated and the experiments were conducted to determine utilization factors that are relevant to GPU performance and efficiency. The final stage in model construction involved establishing a relationship between the previously investigated utilization factors and relevant resources that are consumed during graphics processing. The experimental results showed that the proposed prediction model produced an average error rate of 5.77%.

1 December 2018 in Journal of the Korea Computer Graphics Society
Verified
Journal Article
Open access
EKEUNJAE KIM
EUNJAE KIM
WCWoonam Chung
Woonam Chung
WPWoo-Chan Park
Woo-Chan Park
JYJuwon Yun
Juwon Yun
YKYoungsik Kim
Youngsik Kim