Z~2 traversal order: An interleaving approach for VR stereo rendering on tile-based GPUs
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  • 英文篇名:Z~2 traversal order: An interleaving approach for VR stereo rendering on tile-based GPUs
  • 作者:Jae-Ho ; Nah ; Yeongkyu ; Lim ; Sunho ; Ki ; Chulho ; Shin
  • 英文作者:Jae-Ho Nah;Yeongkyu Lim;Sunho Ki;Chulho Shin;LG Electronics;
  • 英文关键词:virtual reality(VR);;tile traversal order;;tile-based GPU;;mobile GPU;;graphics hardware
  • 中文刊名:CVME
  • 英文刊名:计算可视媒体(英文)
  • 机构:LG Electronics;
  • 出版日期:2017-12-15
  • 出版单位:Computational Visual Media
  • 年:2017
  • 期:v.3
  • 语种:英文;
  • 页:CVME201704005
  • 页数:9
  • CN:04
  • ISSN:10-1320/TP
  • 分类号:47-55
摘要
With increasing demands of virtual reality(VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures: Z~2 traversal order. In tile-based mobile GPU architectures,a tile traversal order that maximizes spatial locality can increase GPU cache efficiency. For VR applications, our approach improves upon the traditional Z order curve.We render corresponding screen tiles in left and right views in turn, or simultaneously, and as a result, we can exploit spatial adjacency of the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. Our experimental results show that Z~2 traversal order can reduce external memory bandwidth requirements and increase rendering performance.
        With increasing demands of virtual reality(VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures: Z~2 traversal order. In tile-based mobile GPU architectures,a tile traversal order that maximizes spatial locality can increase GPU cache efficiency. For VR applications, our approach improves upon the traditional Z order curve.We render corresponding screen tiles in left and right views in turn, or simultaneously, and as a result, we can exploit spatial adjacency of the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. Our experimental results show that Z~2 traversal order can reduce external memory bandwidth requirements and increase rendering performance.
引文
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