Eliminating redundant fragment shader executions on a mobile GPU via hardware memoization
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hdl:2117/24267
Document typeConference report
Defense date2014
Rights accessRestricted access - publisher's policy
Abstract
Redundancy is at the heart of graphical applications. In fact, generating an animation typically involves the succession of extremely similar images. In terms of rendering these images, this behavior translates into the creation of many fragment programs with the exact same input data. We have measured this fragment redundancy for a set of commercial Android applications, and found that more than 40% of the fragments used in a frame have been already computed in a prior frame.
CitationArnau, J.; Parcerisa, Joan-Manuel; Xekalakis, P. Eliminating redundant fragment shader executions on a mobile GPU via hardware memoization. A: Annual International Symposium on Computer Architecture. "The 41st Annual International Symposium on Computer Architecture: ISCA 2014, June 14-18 2014, Minneapolis, MN, USA: conference proceedings". Minneapolis, MN: 2014, p. 529-540.
ISBN978-1-4799-4394-4
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