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dc.contributor.advisorAragón, J.L.-
dc.contributor.advisorGonzález, A.-
dc.contributor.authorCorbalán-Navarro, D.-
dc.contributor.authorAragón, J.L.-
dc.contributor.authorAnglada, M.-
dc.contributor.authorde Lucas, E.-
dc.contributor.authorParcerisa, J.M.-
dc.contributor.authorGonzález, A.-
dc.contributor.otherFacultades, Departamentos, Servicios y Escuelas::Departamentos de la UMU::Ingeniería y Tecnología de Computadoreses
dc.date.accessioned2024-01-31T09:55:44Z-
dc.date.available2024-01-31T09:55:44Z-
dc.date.issued2022-12-01-
dc.identifier.citationIEEE Transactions on Visualization and Computer Graphics, vol. 28, issue 12, pp. 4375-4388, ISSN: 1077-2626, Diciembre 2022es
dc.identifier.issn1077-2626-
dc.identifier.urihttp://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.abstractThe 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.formatapplication/pdfes
dc.format.extent14es
dc.languageenges
dc.publisherIEEEes
dc.relationTÍTULO 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.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectGraphics processorses
dc.subjectMobile processors-
dc.subjectPortable devices-
dc.subjectHardware architecture-
dc.subjectProcessor architecture-
dc.subjectEnergy-aware systems-
dc.subjectLow-power design-
dc.subjectHidden line/surface removal-
dc.subjectVisibility determination-
dc.titleOmega-Test: A Predictive Early-Z Culling to Improve the Graphics Pipeline Energy-Efficiencyes
dc.typeinfo:eu-repo/semantics/articlees
dc.identifier.doihttps://doi.org/10.1109/TVCG.2021.3087863-
Aparece en las colecciones:Artículos: Ingeniería y Tecnología de Computadores

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