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 occlusion culling techniques at the object level incur overheads that are only offset for applications having substantial depth and/or fragment shading complexity, which is often not the case in mobile workloads. We propose a novel architectural technique for GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware by exploiting the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence). Since order relationships are already tested by the Depth Test, VRO incurs minimal energy overheads because it just requires adding a small hardware to capture that information and use it later to guide the rendering of the following frame. Moreover, unlike other approaches, this unit works in parallel with the graphics pipeline without any performance overhead. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27% speed-up and 15.8% energy reduction on average over a state-of-the-art mobile GPU.
Abstract. Digital applications that must be on-board space missions must comply with a very restrictive set of requirements. These include energy efficiency, small volume and weight, robustness and high performance. Moreover, these circuits cannot be repaired in case of error, so they must be reliable or provide some way to recover from errors. These features make reconfigurable hardware (FPGAs, Field Programmable Gate Arrays) a very suitable technology to be used in space missions. This paper presents a Martian dust devil detector implemented on an FPGA. The results show that a hardware implementation of the algorithm presents very good numbers in terms of performance compared with the software version. Moreover, as the amount of time needed to perform all the computations on the reconfigurable hardware is small, this hardware can be used most of the time to realize other applications.
GPUs are one of the most energy-consuming components for real-time rendering applications, since a large number of fragment shading computations and memory accesses are involved. Main memory bandwidth is especially taxing batteryoperated devices such as smartphones. Tile-Based Rendering GPUs divide the screen space into multiple tiles that are independently rendered in on-chip buffers, thus reducing memory bandwidth and energy consumption. We have observed that, in many animated graphics workloads, a large number of screen tiles have the same color across adjacent frames. In this paper, we propose Rendering Elimination (RE), a novel micro-architectural technique that accurately determines if a tile will be identical to the same tile in the preceding frame before rasterization by means of comparing signatures. Since RE identifies redundant tiles early in the graphics pipeline, it completely avoids the computation and memory accesses of the most power consuming stages of the pipeline, which substantially reduces the execution time and the energy consumption of the GPU. For widely used Android applications, we show that RE achieves an average speedup of 1.74x and energy reduction of 43% for the GPU/Memory system, surpassing by far the benefits of Transaction Elimination, a stateof-the-art memory bandwidth reduction technique available in some commercial Tile-Based Rendering GPUs.
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