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

Author
Lucas, E. de; Marcuello, P.; Parcerisa, Joan-Manuel; Gonzalez, A.
Type of activity
Journal article
Journal
IEEE transactions on parallel and distributed systems
Date of publication
2019-02-01
Volume
30
Number
2
First page
473
Last page
485
DOI
https://doi.org/10.1109/TPDS.2018.2866246 Open in new window
Project funding
Intelligent, Ubiquitous and Energy-Efficient Computing Systems
Microarquitectura y Compiladores para Futuros Procesadores III
Repository
http://hdl.handle.net/2117/122559 Open in new window
URL
https://ieeexplore.ieee.org/document/8440753/ Open in new window
Abstract
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...
Citation
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", 01 Febrer 2019, vol. 30, núm. 2, p. 473-485.
Keywords
Energy-efficiency, Fragmen processing, GPU, Graphics Pipeline, Occlusion culling, Pixel shading, Rasterization, Rendering, Tile based deferred rendering, Tile based rendering, Topological order, Visibility
Group of research
ARCO - Microarchitecture and Compilers

Participants

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