2019
DOI: 10.1109/tpds.2018.2866246
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Visibility Rendering Order: Improving Energy Efficiency on Mobile GPUs through Frame Coherence

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 occlusion cullin… Show more

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Cited by 15 publications
(11 citation statements)
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“…This utilization of a Deferred Rendering scheme in a TBR pipeline is known as Tile-Based Deferred Rendering (TBDR). Recent academic work explored different alternatives of TBDR [8]. The main drawback of the best performing alternative is that it rasterizes all primitives twice, and so fragments are processed twice as well: once for calculating the depths in the visibility determination phase, and again for calculating the rest of attributes to continue down the pipeline.…”
Section: Related Work On Visibility Determinationmentioning
confidence: 99%
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“…This utilization of a Deferred Rendering scheme in a TBR pipeline is known as Tile-Based Deferred Rendering (TBDR). Recent academic work explored different alternatives of TBDR [8]. The main drawback of the best performing alternative is that it rasterizes all primitives twice, and so fragments are processed twice as well: once for calculating the depths in the visibility determination phase, and again for calculating the rest of attributes to continue down the pipeline.…”
Section: Related Work On Visibility Determinationmentioning
confidence: 99%
“…Contrarily, our proposal does not introduce timing overheads in the pipeline, and the added structures (Ω-Table, E-Buffer, correction queues; see Section 3) are small, on-chip buffers. As a reference comparison point, in [8] it is proposed Visibility Rendering Order (VRO), a technique that attacks overdraw by sorting objects in a front-to-back order, where authors quantitatively show that VRO outperforms TBDR. We have compared Ω-Test with VRO (see Section 6) showing that our approach beats VRO.…”
Section: Related Work On Visibility Determinationmentioning
confidence: 99%
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“…A performance amelioration strategy is the configuration of the number ration of the shading processing units which substantially balances the load [38]. Occlusion or visibility culling methods drastically reduce redundant fragment processing computations by avoiding the processing of occluded surfaces of the 3D model, but are not suitable for low-power devices [39,40].…”
Section: Related Workmentioning
confidence: 99%
“…Specifically, the parallelism of NPDC can be quantified in terms of the speed-up [55]. The speed-up is a key indicator for measuring parallel efficiency [56].…”
Section: The Parallelism Of Npdcmentioning
confidence: 99%