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Processing-in-Memory Enabled Graphics Processors for 3D Rendering

机译:支持内存处理的图形处理器用于3D渲染

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摘要

The performance of 3D rendering of GraphicsProcessing Unit that converts 3D vector stream into 2D framewith 3D image effects significantly impacts users gamingexperience on modern computer systems. Due to its hightexture throughput requirement, main memory bandwidthbecomes a critical obstacle for improving the overall renderingperformance. 3D-stacked memory systems such as HybridMemory Cube provide opportunities to significantly overcomethe memory wall by directly connecting logic controllers toDRAM dies. Although recent works have shown promisingimprovement in performance by utilizing HMC to acceleratespecial-purpose applications, a critical challenge of how toeffectively leverage its high internal bandwidth and computingcapability in GPU for 3D rendering remains unresolved. Basedon the observation that texel fetches greatly impact off-chipmemory traffic, we propose two architectural designs to enableProcessing-In-Memory based GPU for efficient 3D rendering. Additionally, we employ camera angles of pixels to controlthe performance-quality tradeoff of 3D rendering. Extensiveevaluation across several real-world games demonstrates thatour design can significantly improve the performance of texturefiltering and 3D rendering by an average of 3.97X (up to 6.4X) and 43% (up to 65%) respectively, over the baseline GPU. Meanwhile, our design provides considerable memory trafficand energy reduction without sacrificing rendering quality.
机译:将3D矢量流转换为具有3D图像效果的2D帧的GraphicsProcessing Unit的3D渲染性能显着影响了用户在现代计算机系统上的游戏体验。由于其高纹理吞吐量要求,主内存带宽成为提高整体渲染性能的关键障碍。通过将逻辑控制器直接连接到DRAM裸片,诸如HybridMemory Cube之类的3D堆叠存储系统提供了显着克服存储壁的机会。尽管最近的工作显示出通过利用HMC加速专用应用程序而在性能上有望实现改善,但是如何有效利用其内部高带宽和GPU的计算能力进行3D渲染的关键挑战仍然悬而未决。基于对texel的获取会极大影响芯片外内存流量的观察,我们提出了两种体系结构设计,以使基于内存的GPU能够高效地进行3D渲染。此外,我们采用像素的相机角度来控制3D渲染的性能-质量折衷。在多个实际游戏中的广泛评估表明,我们的设计可以显着提高纹理过滤和3D渲染的性能,分别比基准GPU分别平均提高3.97倍(最高6.4倍)和43%(最高65%)。同时,我们的设计在不牺牲渲染质量的情况下提供了可观的内存流量并减少了能耗。

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