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Memory Bandwidth Requirements of Tile-Based Rendering

机译:基于图块的渲染的内存带宽要求

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摘要

Because mobile phones are omnipresent and equipped with displays, they are attractive platforms for rendering 3D images. However, because they are powered by batteries, a graphics accelerator for mobile phones should dissipate as little energy as possible. Since external memory accesses consume a significant amount of power, techniques that reduce the amount of external data traffic also reduce the power consumption. A technique that looks promising is tile-based rendering. This technique decomposes a scene into tiles and renders the tiles one by one. This allows the color components and z values of one tile to be stored in small, on-chip buffers, so that only the pixels visible in the final scene need to be stored in the external frame buffer. However, in a tile-based Tenderer each triangle may need to be sent to the graphics accelerator more than once, since it might overlap more than one tile. In this paper we measure the total amount of external data traffic produced by conventional and tile-based renderers using several representative OpenGL benchmark scenes. The results show that employing a tile size of 32 x 32 pixels generally yields the best trade-off between the amount of on-chip memory and the amount of external data traffic. In addition, the results show that overall, a tile-based architecture reduces the total amount of external data traffic by a factor of 1.96 compared to a traditional architecture.
机译:由于移动电话无处不在且配备显示器,因此它们是用于渲染3D图像的有吸引力的平台。但是,由于它们由电池供电,因此用于手机的图形加速器应消耗尽可能少的能量。由于外部存储器访问会消耗大量电量,因此减少外部数据流量的技术也会减少功耗。一种看起来很有前途的技术是基于图块的渲染。该技术将场景分解为图块,然后逐个渲染图块。这允许将一个图块的颜色分量和z值存储在较小的片上缓冲区中,以便仅将最终场景中可见的像素存储在外部帧缓冲区中。但是,在基于图块的渲染器中,每个三角形可能需要多次发送到图形加速器,因为它可能重叠多个图块。在本文中,我们使用几个代表性的OpenGL基准场景,测量了常规渲染器和基于图块的渲染器产生的外部数据流量总量。结果表明,采用32 x 32像素的图块大小通常会在片上内存量和外部数据流量之间产生最佳折衷。此外,结果表明,与传统体系结构相比,基于图块的体系结构总体上将外部数据流量总量减少了1.96倍。

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