%C Praga, República Checa %A Emilio Novoa Suñer %A Pablo Ituero Herrero %A Marisa López Vallejo %X Graphics Processing Units have become a booster for the microelectronics industry. However, due to intellectual property issues, there is a serious lack of information on implementation details of the hardware architecture that is behind GPUs. For instance, the way texture is handled and decompressed in a GPU to reduce bandwidth usage has never been dealt with in depth from a hardware point of view. This work addresses a comparative study on the hardware implementation of different texture decompression algorithms for both conventional (PCs and video game consoles) and mobile platforms. Circuit synthesis is performed targeting both a reconfigurable hardware platform and a 90nm standard cell library. Area-delay trade-offs have been extensively analyzed, which allows us to compare the complexity of decompressors and thus determine suitability of algorithms for systems with limited hardware resources. %I SPIE %D 2011 %L upm13333 %V 8067 %T Area-delay Trade-offs of Texture Decompressors for a Graphics Processing Unit %B Proceedings of Microtechnologies For The New Millennium 2011 (SPIE 2011) %P 1-8