• DocumentCode
    2497763
  • Title

    Configurable pixel shader workload reduction technique for mobile GPUs

  • Author

    Chen, Yu-Jung ; Su, Jong-Chyi ; Chang, Chia-Ming ; Lu, Yen-Chang ; Chien, Shao-Yi

  • Author_Institution
    Grad. Inst. of Electron. Eng., Nat. Taiwan Univ., Taipei, Taiwan
  • fYear
    2012
  • fDate
    2-5 Oct. 2012
  • Firstpage
    44
  • Lastpage
    48
  • Abstract
    The pixel shading stage determines substantial shading effects in a programmable graphics pipeline. Owing to the demanding program complexity, the pixel shading stage dominates the rendering performance. In this paper, a configurable pixel shader reduction technique is proposed to enhance the performance for mobile GPUs. Using the developed shading approach, the shading granularity can be configured to construct acceptable, albeit approximated, rendering results to achieve a better trade-off between performance and quality. To estimate the approximation error for determining the rendering quality, a low-order Taylor series expansion is applied in the analysis of the employed shading model. Moreover, a low-overhead hardware architecture is proposed to integrate the configurable shader reduction technique into mobile GPUs with tile-based rasterization architecture. Three levels of shading granularity, i.e., per pixel shading, 2×2 sub-tile shading, and 4×4 sub-tile shading, are supported by configuring rasterizer and ROP unit. Experimental results show that the proposed technique can reach 50% pixel shader reduction ratio for an intermediate shading level, and 70% for a low shading level.
  • Keywords
    approximation theory; graphics processing units; mobile computing; parallel architectures; parallel programming; performance evaluation; pipeline processing; rendering (computer graphics); ROP unit; approximation error; configurable pixel shader workload reduction technique; low-order Taylor series expansion; low-overhead hardware architecture; mobile GPU; performance enhancement; pixel shader reduction ratio; program complexity; programmable graphics pipeline; rasterizer; rendering performance; rendering quality determination; shading granularity; sub-tile shading; tile-based rasterization architecture; Approximation methods; Computer architecture; Graphics processing units; Lighting; Rendering (computer graphics); Taylor series; Tiles;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Consumer Electronics (GCCE), 2012 IEEE 1st Global Conference on
  • Conference_Location
    Tokyo
  • Print_ISBN
    978-1-4673-1500-5
  • Type

    conf

  • DOI
    10.1109/GCCE.2012.6379654
  • Filename
    6379654