Repository logo
  • English
  • Čeština
  • Deutsch
  • Español
  • Français
  • Gàidhlig
  • Latviešu
  • Magyar
  • Nederlands
  • Português
  • Português do Brasil
  • Suomi
  • Svenska
  • Türkçe
  • Қазақ
  • বাংলা
  • हिंदी
  • Ελληνικά
  • Log In
    or
    New user? Click here to register.
Repository logo

Repositorio Institucional de la Universidad de Murcia

Repository logoRepository logo
  • Communities & Collections
  • All of DSpace
  • Statistics
  • menu.section.collectors
  • menu.section.acerca
  • English
  • Čeština
  • Deutsch
  • Español
  • Français
  • Gàidhlig
  • Latviešu
  • Magyar
  • Nederlands
  • Português
  • Português do Brasil
  • Suomi
  • Svenska
  • Türkçe
  • Қазақ
  • বাংলা
  • हिंदी
  • Ελληνικά
  • Log In
    or
    New user? Click here to register.
  1. Home
  2. Browse by Subject

Browsing by Subject "Visibility determination"

Now showing 1 - 1 of 1
Results Per Page
Sort Options
  • Loading...
    Thumbnail Image
    Publication
    Open Access
    Omega-Test: A Predictive Early-Z Culling to Improve the Graphics Pipeline Energy-Efficiency
    (IEEE, 2022-12-01) Corbalán-Navarro, D.; Aragón, J.L.; Anglada, M.; de Lucas, E.; Parcerisa, J.M.; González, A.; Aragón, J.L.; González, A.; Ingeniería y Tecnología de Computadores
    The most common task of GPUs is to render images in real time. When rendering a 3D scene, a key step is to determine which parts of every object are visible in the final image. There are different approaches to solve the visibility problem, the Z-Test being the most common. A main factor that significantly penalizes the energy efficiency of a GPU, especially in the mobile arena, is the so-called overdraw , which happens when a portion of an object is shaded and rendered but finally occluded by another object. This useless work results in a waste of energy; however, a conventional Z-Test only avoids a fraction of it. In this article we present a novel microarchitectural technique, the Omega-Test, to drastically reduce the overdraw on a Tile-Based Rendering (TBR) architecture. Graphics applications have a great degree of inter-frame coherence, which makes the output of a frame very similar to the previous one. The proposed approach leverages the frame-to-frame coherence by using the resulting information of the Z-Test for a tile (a buffer containing all the calculated pixel depths for a tile), which is discarded by nowadays GPUs, to predict the visibility of the same tile in the next frame. As a result, the Omega-Test early identifies occluded parts of the scene and avoids the rendering of non-visible surfaces eliminating costly computations and off-chip memory accesses. Our experimental evaluation shows average EDP savings in the overall GPU/Memory system of 26.4 percent and an average speedup of 16.3 percent for the evaluated benchmarks.

DSpace software copyright © 2002-2026 LYRASIS

  • Cookie settings
  • Accessibility
  • Send Feedback