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Campo DC | Valor | Lengua/Idioma |
---|---|---|
dc.contributor.advisor | Aragón, J.L. | - |
dc.contributor.advisor | González, A. | - |
dc.contributor.author | Corbalán-Navarro, D. | - |
dc.contributor.author | Aragón, J.L. | - |
dc.contributor.author | Anglada, M. | - |
dc.contributor.author | de Lucas, E. | - |
dc.contributor.author | Parcerisa, J.M. | - |
dc.contributor.author | González, A. | - |
dc.contributor.other | Facultades, Departamentos, Servicios y Escuelas::Departamentos de la UMU::Ingeniería y Tecnología de Computadores | es |
dc.date.accessioned | 2024-01-31T09:55:44Z | - |
dc.date.available | 2024-01-31T09:55:44Z | - |
dc.date.issued | 2022-12-01 | - |
dc.identifier.citation | IEEE Transactions on Visualization and Computer Graphics, vol. 28, issue 12, pp. 4375-4388, ISSN: 1077-2626, Diciembre 2022 | es |
dc.identifier.issn | 1077-2626 | - |
dc.identifier.uri | http://hdl.handle.net/10201/138264 | - |
dc.description | ©2022. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/ This document is the Accepted, version of a Published Work that appeared in final form in IEEE Transactions on Visualization and Computer Graphics (TVCG). To access the final edited and published work see https://doi.org/10.1109/TVCG.2021.3087863 | - |
dc.description.abstract | 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. | es |
dc.format | application/pdf | es |
dc.format.extent | 14 | es |
dc.language | eng | es |
dc.publisher | IEEE | es |
dc.relation | TÍTULO PROYECTO: "CoCoUnit: An Energy-Efficient Processing Unit for Cognitive Computing" Código: Grant agreement ID 833057 Organismo financiador: European Union, Program EXCELLENT SCIENCE - European Research Council (ERC) Advanced Grant TÍTULO PROYECTO: "Arquitectura de Sistemas de Computación Inteligentes, Ubicuos y Energéticamente Eficientes" Código: TIN2016-75344-R Organismo financiador: Ministerio de Economía y Competitividad (MINECO) | es |
dc.rights | info:eu-repo/semantics/openAccess | es |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | Graphics processors | es |
dc.subject | Mobile processors | - |
dc.subject | Portable devices | - |
dc.subject | Hardware architecture | - |
dc.subject | Processor architecture | - |
dc.subject | Energy-aware systems | - |
dc.subject | Low-power design | - |
dc.subject | Hidden line/surface removal | - |
dc.subject | Visibility determination | - |
dc.title | Omega-Test: A Predictive Early-Z Culling to Improve the Graphics Pipeline Energy-Efficiency | es |
dc.type | info:eu-repo/semantics/article | es |
dc.identifier.doi | https://doi.org/10.1109/TVCG.2021.3087863 | - |
Aparece en las colecciones: | Artículos: Ingeniería y Tecnología de Computadores |
Ficheros en este ítem:
Fichero | Descripción | Tamaño | Formato | |
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Omega-Test-TVCG2022-preprint.pdf | 4,22 MB | Adobe PDF | Visualizar/Abrir |
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