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The Journal of Supercomputing
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Recolector de Ciencia Abierta, RECOLECTA
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The Journal of Supercomputing
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Dynamic sampling rate: harnessing frame coherence in graphics applications for energy-efficient GPUs

Authors: Anglada Sánchez, Martí; de Lucas Casamayor, Enrique; Parcerisa Bundó, Joan Manuel; Aragón Alcaraz, Juan Luis; González Colás, Antonio María;

Dynamic sampling rate: harnessing frame coherence in graphics applications for energy-efficient GPUs

Abstract

AbstractIn real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the screen. They are discretized by sampling each triangle at regular space intervals to generate fragments which are then added texture and lighting effects by a shader program. Realistic scenes require detailed geometric models, complex shaders, high-resolution displays and high screen refreshing rates, which all come at a great compute time and energy cost. This cost is often dominated by the fragment shader, which runs for each sampled fragment. Conventional GPUs sample the triangles once per pixel; however, there are many screen regions containing low variation that produce identical fragments and could be sampled at lower than pixel-rate with no loss in quality. Additionally, as temporal frame coherence makes consecutive frames very similar, such variations are usually maintained from frame to frame. This work proposes Dynamic Sampling Rate (DSR), a novel hardware mechanism to reduce redundancy and improve the energy efficiency in graphics applications. DSR analyzes the spatial frequencies of the scene once it has been rendered. Then, it leverages the temporal coherence in consecutive frames to decide, for each region of the screen, the lowest sampling rate to employ in the next frame that maintains image quality. We evaluate the performance of a state-of-the-art mobile GPU architecture extended with DSR for a wide variety of applications. Experimental results show that DSR is able to remove most of the redundancy inherent in the color computations at fragment granularity, which brings average speedups of 1.68x and energy savings of 40%.

Country
Spain
Keywords

FOS: Computer and information sciences, Energia -- Consum, Computer Vision and Pattern Recognition (cs.CV), GPU, Computer Science - Computer Vision and Pattern Recognition, Àrees temàtiques de la UPC::Informàtica::Infografia, Article, Àrees temàtiques de la UPC::Informàtica::Arquitectura de computadors, Hardware Architecture (cs.AR), Tile-based rendering, Sampling, Computer Science - Hardware Architecture, :Informàtica::Arquitectura de computadors [Àrees temàtiques de la UPC], :Informàtica::Infografia [Àrees temàtiques de la UPC], Fragment shading, Unitats de processament gràfic, Energy consumption, Three-dimensional imaging, Graphics processing units, Imatgeria tridimensional

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
views
OpenAIRE UsageCountsViews provided by UsageCounts
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3
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