Omega-Test: A Predictive Early-Z Culling to Improve the Graphics Pipeline Energy-Efficiency

Λεπτομέρειες βιβλιογραφικής εγγραφής
Τίτλος: Omega-Test: A Predictive Early-Z Culling to Improve the Graphics Pipeline Energy-Efficiency
Συγγραφείς: David Corbalan-Navarro, Juan L. Aragon, Marti Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Antonio Gonzalez
Συνεισφορές: Universitat Politècnica de Catalunya. Departament d'Arquitectura de Computadors, Universitat Politècnica de Catalunya. ARCO - Microarquitectura i Compiladors
Πηγή: UPCommons. Portal del coneixement obert de la UPC
Universitat Politècnica de Catalunya (UPC)
IEEE Transactions on Visualization and Computer Graphics
Στοιχεία εκδότη: Institute of Electrical and Electronics Engineers (IEEE), 2022.
Έτος έκδοσης: 2022
Θεματικοί όροι: Hidden line/surface removal, Portable devices, 02 engineering and technology, Mobile processors, 01 natural sciences, 7. Clean energy, Processor architecture, Unitats de processament gràfic, Visibility determination, Àrees temàtiques de la UPC::Informàtica::Arquitectura de computadors, Energy-aware systems, Hardware architecture, 0103 physical sciences, Graphics processors, 0202 electrical engineering, electronic engineering, information engineering, Rendering (Computer graphics), Informàtica::Arquitectura de computadors [Àrees temàtiques de la UPC], Graphics processing units, Low-power design
Περιγραφή: The most common task of GPUs is to render images in real time. When rendering a 3D scene, a key step is to determine which parts of every object are visible in the final image. There are different approaches to solve the visibility problem, the Z-Test being the most common. A main factor that significantly penalizes the energy efficiency of a GPU, especially in the mobile arena, is the so-called overdraw, which happens when a portion of an object is shaded and rendered but finally occluded by another object. This useless work results in a waste of energy; however, a conventional Z-Test only avoids a fraction of it. In this article we present a novel microarchitectural technique, the Omega-Test, to drastically reduce the overdraw on a Tile-Based Rendering (TBR) architecture. Graphics applications have a great degree of inter-frame coherence, which makes the output of a frame very similar to the previous one. The proposed approach leverages the frame-to-frame coherence by using the resulting information of the Z-Test for a tile (a buffer containing all the calculated pixel depths for a tile), which is discarded by nowadays GPUs, to predict the visibility of the same tile in the next frame. As a result, the Omega-Test early identifies occluded parts of the scene and avoids the rendering of non-visible surfaces eliminating costly computations and off-chip memory accesses. Our experimental evaluation shows average EDP savings in the overall GPU/Memory system of 26.4 percent and an average speedup of 16.3 percent for the evaluated benchmarks.
Τύπος εγγράφου: Article
Περιγραφή αρχείου: application/pdf
ISSN: 2160-9306
1077-2626
DOI: 10.1109/tvcg.2021.3087863
DOI: 10.13039/100010661
Σύνδεσμος πρόσβασης: https://upcommons.upc.edu/bitstream/2117/357639/1/Omega_Test__TVCG_journal____R3___FINAL_version.pdf
https://pubmed.ncbi.nlm.nih.gov/34106856
https://www.ncbi.nlm.nih.gov/pubmed/34106856
https://pubmed.ncbi.nlm.nih.gov/34106856/
https://europepmc.org/article/MED/34106856
https://ieeexplore.ieee.org/document/9449973
https://hdl.handle.net/2117/357639
https://doi.org/10.1109/tvcg.2021.3087863
Rights: IEEE Copyright
Αριθμός Καταχώρησης: edsair.doi.dedup.....e44a108bdb5453e8cc9087080d01980b
Βάση Δεδομένων: OpenAIRE
Περιγραφή
ISSN:21609306
10772626
DOI:10.1109/tvcg.2021.3087863