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GraalBench: a 3D graphics benchmark suite for mobile phones

机译:GraalBench:适用于手机的3D图形基准套件

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摘要

In this paper we consider implementations of embedded 3D graphics and provide evidence indicating that 3D benchmarks employed for desktop computers are not suitable for mobile environments. Consequently, we present GraalBench, a set of 3D graphics workloads representative for contemporary and emerging mobile devices. In addition, we present detailed simulation results for a typical rasterization pipeline. The results show that the proposed benchmarks use only a part of the resources offered by current 3D graphics libraries. For instance, while each benchmark uses the texturing unit for more than 70% of the generated fragments, the alpha unit is employed for less than 13% of the fragments. The Fog unit was used for 84% of the fragments by one benchmark, but the other benchmarks did not use it at all. Our experiments on the proposed suite suggest that the texturing, depth and blending units should be implemented in hardware, while, for instance, the dithering unit may be omitted from a hardware implementation. Finally, we discuss the architectural implications of the obtained results for hardware implementations.
机译:在本文中,我们将考虑嵌入式3D图形的实现,并提供证据表明台式计算机采用的3D基准不适合移动环境。因此,我们展示了GraalBench,这是一组代表当代和新兴移动设备的3D图形工作负载。此外,我们提供了典型栅格化管道的详细仿真结果。结果表明,建议的基准仅使用当前3D图形库提供的部分资源。例如,虽然每个基准测试使用的纹理化单元占生成片段的70%以上,而使用alpha单元的片段占不到13%。一个基准将雾化单元用于84%的碎片,而其他基准则根本不使用它。我们对提出的套件的实验表明,纹理化,深度和混合单元应在硬件中实现,而例如,抖动单元可能会从硬件实现中省略。最后,我们讨论了获得的结果对硬件实现的体系结构含义。

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