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Performance Comparison of Various Cache Systems for Texture Mapping

机译:各种用于纹理映射的缓存系统的性能比较

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摘要

Texture mapping is commonly used to make imagges realistic in the most of current graphics systems. Texture mapping, however, requires high memory bandwidth and low memory latency to obtain good performance. Recently, a few studies have been carride out to use cache memory system in texture mapping in order to overcome these problems and those studies show that cache is useful for texture mapping. In this paper, miss distribution of texture cache is analyzed and we find out that not a few conf=lict misses occurred by perilds. Considering this fact, the cache systems such as Victim, Half and Half and Cooperative cache which are known to be effective to reduce conflict misses, are evaluated and compared each other. Performance evaluation is carried out through trace-driven simulation using the DineroIII, and the results reveal that victim cache also has cost-performance effectiveness in texture mapping.
机译:纹理映射通常用于在大多数当前图形系统中使图像逼真。但是,纹理映射需要高内存带宽和低内存延迟才能获得良好的性能。近来,已经进行了一些研究以在纹理映射中使用高速缓存存储系统以克服这些问题,并且这些研究表明高速缓存对于纹理映射是有用的。在本文中,分析了纹理缓存的未命中分布,发现perilds发生的冲突很少。考虑到这一事实,相互评估并比较了已知有效减少冲突遗漏的高速缓存系统(例如“受害者”,“一半和一半”和“协作”高速缓存)。通过使用DineroIII进行跟踪驱动的仿真来进行性能评估,结果表明受害者缓存在纹理映射中也具有性价比优势。

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