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Parallel frame rendering: Trading responsiveness for energy on a mobile GPU

机译:并行帧渲染:在移动GPU上交换能量的响应能力

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Perhaps one of the most important design aspects for smartphones and tablets is improving their energy efficiency. Unfortunately, rich media content applications typically put significant pressure to the GPU's memory subsystem. In this paper we propose a novel means of dramatically improving the energy efficiency of these devices, for this popular type of applications. The main hurdle in doing so is that GPUs require a significant amount of memory bandwidth in order to fetch all the necessary textures from memory. Although consecutive frames tend to operate on the same textures, their re-use distances are so big that to the caches fetching textures appears to be a streaming operation. Traditional designs improve the degree of multi-threading and the memory bandwidth, as a means of improving performance. In order to meet the energy efficiency standards required by the mobile market, we need a different approach. We thus propose a technique which we term Parallel Frame Rendering (PFR). Under PFR, we split the GPU into two clusters where two consecutive frames are rendered in parallel. PFR exploits the high degree of similarity between consecutive frames to save memory bandwidth by improving texture locality. Since the physics part of the rendering has to be computed sequentially for two consecutive frames, this naturally leads to an increase in the input delay latency for PFR compared with traditional systems. However we argue that this is rarely an issue, as the user interface in these devices is much slower than those of desktop systems. Moreover, we show that we can design reactive forms of PFR that allow us to bound the lag observed by the end user, thus maintaining the highest user experience when necessary. Overall we show that PFR can achieve 28% of memory bandwidth savings with only minimal loss in system responsiveness.
机译:智能手机和平板电脑最重要的设计方面之一可能是提高其能源效率。不幸的是,富媒体内容应用程序通常会给GPU的内存子系统带来巨大压力。在本文中,我们针对这种流行类型的应用提出了一种新颖的方法,可以极大地提高这些设备的能效。这样做的主要障碍是GPU需要大量内存带宽才能从内存中获取所有必要的纹理。尽管连续的帧倾向于在相同的纹理上进行操作,但是它们的重用距离很大,以至于高速缓存中获取纹理似乎是一种流操作。传统设计提高了多线程的程度和内存带宽,从而提高了性能。为了满足移动市场所要求的能效标准,我们需要一种不同的方法。因此,我们提出了一种称为并行帧渲染(PFR)的技术。在PFR下,我们将GPU分为两个群集,其中两个连续的帧被并行渲染。 PFR利用连续帧之间的高度相似性来通过改善纹理局部性来节省内存带宽。由于必须连续两个连续帧计算渲染的物理部分,因此与传统系统相比,这自然会导致PFR的输入延迟延迟增加。但是,我们认为这几乎不是问题,因为这些设备中的用户界面比台式机系统的用户界面慢得多。而且,我们表明,我们可以设计PFR的反应形式,以限制最终用户观察到的滞后,从而在必要时保持最高的用户体验。总的来说,我们表明PFR可以节省28%的内存带宽,而系统响应能力的损失却很小。

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