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Z 2 traversal order: An interleaving approach for VR stereo rendering on tile-based GPUs

机译: Z 2 遍历顺序:在基于图块的GPU上进行VR立体渲染的交错方法

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Abstract With increasing demands of virtual reality (VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures: Z _(2)traversal order. In tile-based mobile GPU architectures, a tile traversal order that maximizes spatial locality can increase GPU cache efficiency. For VR applications, our approach improves upon the traditional Z order curve. We render corresponding screen tiles in left and right views in turn, or simultaneously, and as a result, we can exploit spatial adjacency of the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. Our experimental results show that Z _(2)traversal order can reduce external memory bandwidth requirements and increase rendering performance.
机译:摘要随着虚拟现实(VR)应用程序需求的增长,有效的VR渲染技术变得至关重要。由于VR立体声渲染增加了计算成本,因此要分别为左眼和右眼渲染视图,以减少VR应用程序中的渲染成本,因此我们提出了一种基于图块的移动GPU架构的新颖遍历顺序:Z _(2)遍历顺序。在基于图块的移动GPU架构中,最大化空间局部性的图块遍历顺序可以提高GPU缓存效率。对于VR应用,我们的方法在传统的Z阶曲线上进行了改进。我们依次或同时在左视图和右视图中渲染相应的屏幕图块,因此,我们可以利用两个图块的空间相邻性。为了评估我们的方法,我们使用Mesa和硬件模拟器进行了跟踪驱动的硬件模拟。我们的实验结果表明,Z _(2)遍历顺序可以减少外部存储器带宽需求并提高渲染性能。

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