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Visibility rendering order: Improving energy efficiency on mobile GPUs through frame coherence

Autor
Lucas, E. de; Marcuello, P.; Parcerisa, Joan-Manuel; Gonzalez, A.
Tipus d'activitat
Article en revista
Revista
IEEE transactions on parallel and distributed systems
Data de publicació
2019-02-01
Volum
30
Número
2
Pàgina inicial
473
Pàgina final
485
DOI
https://doi.org/10.1109/TPDS.2018.2866246 Obrir en finestra nova
Projecte finançador
Arquitectura de Sistemas de Computación Inteligentes, Ubicuos
Microarquitectura y Compiladores para Futuros Procesadores III
Repositori
http://hdl.handle.net/2117/122559 Obrir en finestra nova
URL
https://ieeexplore.ieee.org/document/8440753/ Obrir en finestra nova
Resum
During real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image, thus wasting precious time and energy. To help discard occluded surfaces, most current GPUs include an Early-Depth test before the fragment processing stage. However, to be effective it requires that opaque objects are processed in a front-to-back order. Depth sorting and other o...
Citació
Lucas, E., Marcuello, P., Parcerisa, J.M., González, A. Visibility rendering order: Improving energy efficiency on mobile GPUs through frame coherence. "IEEE transactions on parallel and distributed systems", 20 Agost 2018, p. 1-14.
Paraules clau
Energy-efficiency, Fragmen processing, GPU, Graphics Pipeline, Occlusion culling, Pixel shading, Rasterization, Rendering, Tile based deferred rendering, Tile based rendering, Topological order, Visibility
Grup de recerca
ARCO - Microarquitectura i Compiladors

Participants

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