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Rendering Elimination: Early Discard of Redundant Tiles in the Graphics Pipeline

机译:消除渲染:图形管线中的早期冗余块丢弃

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GPUs are one of the most energy-consuming components for real-time rendering applications, since a large number of fragment shading computations and memory accesses are involved. Main memory bandwidth is especially taxing battery-operated devices such as smartphones. Tile-Based Rendering GPUs divide the screen space into multiple tiles that are independently rendered in on-chip buffers, thus reducing memory bandwidth and energy consumption. We have observed that, in many animated graphics workloads, a large number of screen tiles have the same color across adjacent frames. In this paper, we propose //Rendering Elimination// (RE), a novel micro-architectural technique that accurately determines if a tile will be identical to the same tile in the preceding frame before rasterization by means of comparing signatures. Since RE identifies redundant tiles early in the graphics pipeline, it completely avoids the computation and memory accesses of the most power consuming stages of the pipeline, which substantially reduces the execution time and the energy consumption of the GPU. For widely used Android applications, we show that RE achieves an average speedup of 1.74x and energy reduction of 43% for the GPU/Memory system, surpassing by far the benefits of Transaction Elimination, a state-of-the-art memory bandwidth reduction technique available in some commercial Tile-Based Rendering GPUs.
机译:GPU是实时渲染应用程序中最耗能的组件之一,因为其中涉及大量片段着色计算和内存访问。主存储器带宽尤其使电池供电的设备(例如智能手机)负担沉重。基于图块的渲染GPU将屏幕空间划分为多个图块,这些图块在片上缓冲区中独立渲染,从而减少了内存带宽和能耗。我们已经观察到,在许多动画图形工作负载中,大量的屏幕图块在相邻帧之间具有相同的颜色。在本文中,我们提出// Rendering Elimination /(RE),这是一种新颖的微体系结构技术,该技术可以通过比较签名来准确确定在栅格化之前,图块是否与前一帧中的相同图块相同。由于RE在图形流水线的早期就识别出了冗余图块,因此它完全避免了流水线中最耗电的阶段的计算和内存访问,从而大大减少了GPU的执行时间和能耗。对于广泛使用的Android应用程序,我们证明RE使GPU /内存系统的平均速度提高了1.74倍,能耗降低了43%,远远超过了事务消除(最先进的内存带宽)的优势一些商业的基于图块的渲染GPU中提供的简化技术。

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