19 research outputs found

    Energy-efficient mobile GPU systems

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    The design of mobile GPUs is all about saving energy. Smartphones and tablets are battery-operated and thus any type of rendering needs to use as little energy as possible. Furthermore, smartphones do not include sophisticated cooling systems due to their small size, making heat dissipation a primary concern. Improving the energy-efficiency of mobile GPUs will be absolutely necessary to achieve the performance required to satisfy consumer expectations, while maintaining operating time per battery charge and keeping the GPU in its thermal limits. The first step in optimizing energy consumption is to identify the sources of energy drain. Previous studies have demonstrated that the register file is one of the main sources of energy consumption in a GPU. As graphics workloads are highly data- and memory-parallel, GPUs rely on massive multithreading to hide the memory latency and keep the functional units busy. However, aggressive multithreading requires a huge register file to keep the registers of thousands of simultaneous threads. Such a big register file exceeds the power budget typically available for an embedded graphics processors and, hence, more energy-efficient memory latency tolerance techniques are necessary. On the other hand, prior research showed that the off-chip accesses to system memory are one of the most expensive operations in terms of energy in a mobile GPU. Therefore, optimizing memory bandwidth usage is a primary concern in mobile GPU design. Many bandwidth saving techniques, such as texture compression or ARM's transaction elimination, have been proposed in both industry and academia. The purpose of this thesis is to study the characteristics of mobile graphics processors and mobile workloads in order to propose different energy saving techniques specifically tailored for the low-power segment. Firstly, we focus on energy-efficient memory latency tolerance. We analyze several techniques such as multithreading and prefetching and conclude that they are effective but not energy-efficient. Next, we propose an architecture for the fragment processors of a mobile GPU that is based on the decoupled access/execute paradigm. The results obtained by using a cycle-accurate mobile GPU simulator and several commercial Android games show that the decoupled architecture combined with a small degree of multithreading provides the most energy efficient solution for hiding memory latency. More specifically, the decoupled access/execute-like design with just 4 SIMD threads/processor is able to achieve 97% of the performance of a larger GPU with 16 SIMD threads/processor, while providing 20.5% energy savings on average. Secondly, we focus on optimizing memory bandwidth in a mobile GPU. We analyze the bandwidth usage in a set of commercial Android games and find that most of the bandwidth is employed for fetching textures, and also that consecutive frames share most of the texture dataset as they tend to be very similar. However, the GPU cannot capture inter-frame texture re-use due to the big size of the texture dataset for one frame. Based on this analysis, we propose Parallel Frame Rendering (PFR), a technique that overlaps the processing of multiple frames in order to exploit inter-frame texture re-use and save bandwidth. By processing multiple frames in parallel textures are fetched once every two frames instead of being fetched in a frame basis as in conventional GPUs. PFR provides 23.8% memory bandwidth savings on average in our set of Android games, that result in 12% speedup and 20.1% energy savings. Finally, we improve PFR by introducing a hardware memoization system on top. We analyze the redundancy in mobile games and find that more than 38% of the Fragment Program executions are redundant on average. We thus propose a task-level hardware-based memoization system that provides 15% speedup and 12% energy savings on average over a PFR-enabled GPU.El diseño de las GPUs (Graphics Procesing Units) móviles se centra fundamentalmente en el ahorro energético. Los smartphones y las tabletas son dispositivos alimentados mediante baterías y, por lo tanto, cualquier tipo de renderizado debe utilizar la menor cantidad de energía posible. Mejorar la eficiencia energética de las GPUs móviles será absolutamente necesario para alcanzar el rendimiento requirido para satisfacer las expectativas de los usuarios, sin reducir el tiempo de vida de la batería. El primer paso para optimizar el consumo energético consiste en identificar qué componentes son los principales consumidores de la batería. Estudios anteriores han identificado al banco de registros y a los accessos a memoria principal como las mayores fuentes de consumo energético en una GPU. El propósito de esta tesis es estudiar las características de los procesadores gráficos móviles y de las aplicaciones móviles con el objetivo de proponer distintas técnicas de ahorro energético. En primer lugar, la investigación se centra en desarrollar métodos energéticamente eficientes para ocultar la latencia de la memoria principal. El resultado de la investigación es una arquitectura desacoplada para los Fragment Processors de la GPU. Los resultados experimentales utilizando un simulador de ciclo y distintos juegos de Android muestran que una arquitectura desacoplada, combinada con un nivel de multithreading moderado, proporciona la solución más eficiente desde el punto de vista energético para ocultar la latencia de la memoria prinicipal. Más específicamente, la arquitectura desacoplada con sólo 4 SIMD threads/processor es capaz de alcanzar el 97% del rendimiento de una GPU más grande con 16 SIMD threads/processor, al tiempo que se reduce el consumo energético en un 20.5%. En segundo lugar, el trabajo de investigación se centró en optimizar el ancho de banda en una GPU móvil. Se realizó un estudio del uso del ancho de banda en distintos juegos de Android y se observó que la mayor parte del ancho de banda se utiliza para leer texturas. Además, se observó que frames consecutivos comparten una gran parte de las texturas. Sin embargo, la GPU no puede capturar el reuso de texturas entre frames dado que el tamaño de las texturas utilizadas por un frame es mucho mayor que la caché de segundo nivel. Basándose en este análisis, se desarrolló Parallel Frame Rendering (PFR), una técnica que solapa el procesado de multiples frames consecutivos con el objetivo de explotar el reuso de texturas entre frames y ahorrar así ancho de bando. Al procesar múltiples frames en paralelo las texturas se leen de memoria principal una vez cada dos frames en lugar de leerse en cada frame como sucede en una GPU convencional. PFR proporciona un ahorro del 23.8% en ancho de banda en promedio para distintos juegos de Android, este ahorro de ancho de banda redunda en un incremento del rendimiento del 12% y un ahorro energético del 20.1%. Por último, se mejoró PFR introduciendo un sistema hardware capaz de evitar cómputos redundantes. Un análisis de distintos juegos de Android reveló que más de un 38% de las ejecuciones del Fragment Program eran redundantes en promedio. Así pues, se propuso un sistema hardware capaz de identificar y eliminar parte de los cómputos y accessos a memoria redundantes, dicho sistema proporciona un incremento del rendimiento del 15% y un ahorro energético del 12% en promedio con respecto a una GPU móvil basada en PFR

    Rendering Elimination: Early Discard of Redundant Tiles in the Graphics Pipeline

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    GPUs are one of the most energy-consuming components for real-time rendering applications, since a large number of fragment shading computations and memory accesses are involved. Main memory bandwidth is especially taxing battery-operated devices such as smartphones. Tile-Based Rendering GPUs divide the screen space into multiple tiles that are independently rendered in on-chip buffers, thus reducing memory bandwidth and energy consumption. We have observed that, in many animated graphics workloads, a large number of screen tiles have the same color across adjacent frames. In this paper, we propose Rendering Elimination (RE), a novel micro-architectural technique that accurately determines if a tile will be identical to the same tile in the preceding frame before rasterization by means of comparing signatures. Since RE identifies redundant tiles early in the graphics pipeline, it completely avoids the computation and memory accesses of the most power consuming stages of the pipeline, which substantially reduces the execution time and the energy consumption of the GPU. For widely used Android applications, we show that RE achieves an average speedup of 1.74x and energy reduction of 43% for the GPU/Memory system, surpassing by far the benefits of Transaction Elimination, a state-of-the-art memory bandwidth reduction technique available in some commercial Tile-Based Rendering GPUs

    Exploiting frame coherence in real-time rendering for energy-efficient GPUs

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    The computation capabilities of mobile GPUs have greatly evolved in the last generations, allowing real-time rendering of realistic scenes. However, the desire for processing complex environments clashes with the battery-operated nature of smartphones, for which users expect long operating times per charge and a low-enough temperature to comfortably hold them. Consequently, improving the energy-efficiency of mobile GPUs is paramount to fulfill both performance and low-power goals. The work of the processors from within the GPU and their accesses to off-chip memory are the main sources of energy consumption in graphics workloads. Yet most of this energy is spent in redundant computations, as the frame rate required to produce animations results in a sequence of extremely similar images. The goal of this thesis is to improve the energy-efficiency of mobile GPUs by designing micro-architectural mechanisms that leverage frame coherence in order to reduce the redundant computations and memory accesses inherent in graphics applications. First, we focus on reducing redundant color computations. Mobile GPUs typically employ an architecture called Tile-Based Rendering, in which the screen is divided into tiles that are independently rendered in on-chip buffers. It is common that more than 80% of the tiles produce exactly the same output between consecutive frames. We propose Rendering Elimination (RE), a mechanism that accurately determines such occurrences by computing and storing signatures of the inputs of all the tiles in a frame. If the signatures of a tile across consecutive frames are the same, the colors computed in the preceding frame are reused, saving all computations and memory accesses associated to the rendering of the tile. We show that RE vastly outperforms related schemes found in the literature, achieving a reduction of energy consumption of 37% and execution time of 33% with minimal overheads. Next, we focus on reducing redundant computations of fragments that will eventually not be visible. In real-time rendering, objects are processed in the order they are submitted to the GPU, which usually causes that the results of previously-computed objects are overwritten by new objects that turn occlude them. Consequently, whether or not a particular object will be occluded is not known until the entire scene has been processed. Based on the fact that visibility tends to remain constant across consecutive frames, we propose Early Visibility Resolution (EVR), a mechanism that predicts visibility based on information obtained in the preceding frame. EVR first computes and stores the depth of the farthest visible point after rendering each tile. Whenever a tile is rendered in the following frame, primitives that are farther from the observer than the stored depth are predicted to be occluded, and processed after the ones predicted to be visible. Additionally, this visibility prediction scheme is used to improve Rendering Elimination’s equal tile detection capabilities by not adding primitives predicted to be occluded in the signature. With minor hardware costs, EVR is shown to provide a reduction of energy consumption of 43% and execution time of 39%. Finally, we focus on reducing computations in tiles with low spatial frequencies. GPUs produce pixel colors by sampling triangles once per pixel and performing computations on each sampling location. However, most screen regions do not include sufficient detail to require high sampling rates, leading to a significant amount of energy wasted computing the same color for neighboring pixels. Given that spatial frequencies are maintained across frames, we propose Dynamic Sampling Rate, a mechanism that analyzes the spatial frequencies of tiles and determines the best sampling rate for them, which is applied in the following frame. Results show that Dynamic Sampling Rate significantly reduces processor activity, yielding energy savings of 40% and execution time reductions of 35%.La capacitat de càlcul de les GPU mòbils ha augmentat en gran mesura en les darreres generacions, permetent el renderitzat de paisatges complexos en temps real. Nogensmenys, el desig de processar escenes cada vegada més realistes xoca amb el fet que aquests dispositius funcionen amb bateries, i els usuaris n’esperen llargues durades i una temperatura prou baixa com per a ser agafats còmodament. En conseqüència, millorar l’eficiència energètica de les GPU mòbils és essencial per a aconseguir els objectius de rendiment i baix consum. Els processadors de la GPU i els seus accessos a memòria són els principals consumidors d’energia en càrregues gràfiques, però molt d’aquest consum és malbaratat en càlculs redundants, ja que les animacions produïdes s¿aconsegueixen renderitzant una seqüència d’imatges molt similars. L’objectiu d’aquesta tesi és millorar l’eficiència energètica de les GPU mòbils mitjançant el disseny de mecanismes microarquitectònics que aprofitin la coherència entre imatges per a reduir els càlculs i accessos redundants inherents a les aplicacions gràfiques. Primerament, ens centrem en reduir càlculs redundants de colors. A les GPU mòbils, sovint s'empra una arquitectura anomenada Tile-Based Rendering, en què la pantalla es divideix en regions que es processen independentment dins del xip. És habitual que més del 80% de les regions de pantalla produeixin els mateixos colors entre imatges consecutives. Proposem Rendering Elimination (RE), un mecanisme que determina acuradament aquests casos computant una signatura de les entrades de totes les regions. Si les signatures de dues imatges són iguals, es reutilitzen els colors calculats a la imatge anterior, el que estalvia tots els càlculs i accessos a memòria de la regió. RE supera àmpliament propostes relacionades de la literatura, aconseguint una reducció del consum energètic del 37% i del temps d’execució del 33%. Seguidament, ens centrem en reduir càlculs redundants en fragments que eventualment no seran visibles. En aplicacions gràfiques, els objectes es processen en l’ordre en què son enviats a la GPU, el que sovint causa que resultats ja processats siguin sobreescrits per nous objectes que els oclouen. Per tant, no se sap si un objecte serà visible o no fins que tota l’escena ha estat processada. Fonamentats en el fet que la visibilitat tendeix a ser constant entre imatges, proposem Early Visibility Resolution (EVR), un mecanisme que prediu la visibilitat basat en informació obtinguda a la imatge anterior. EVR computa i emmagatzema la profunditat del punt visible més llunyà després de processar cada regió de pantalla. Quan es processa una regió a la imatge següent, es prediu que les primitives més llunyanes a el punt guardat seran ocloses i es processen després de les que es prediuen que seran visibles. Addicionalment, aquest esquema de predicció s’empra en millorar la detecció de regions redundants de RE al no afegir les primitives que es prediu que seran ocloses a les signatures. Amb un cost de maquinari mínim, EVR aconsegueix una millora del consum energètic del 43% i del temps d’execució del 39%. Finalment, ens centrem a reduir càlculs en regions de pantalla amb poca freqüència espacial. Les GPU actuals produeixen colors mostrejant els triangles una vegada per cada píxel i fent càlculs a cada localització mostrejada. Però la majoria de regions no tenen suficient detall per a necessitar altes freqüències de mostreig, el que implica un malbaratament d’energia en el càlcul del mateix color en píxels adjacents. Com les freqüències tendeixen a mantenir-se en el temps, proposem Dynamic Sampling Rate (DSR)¸ un mecanisme que analitza les freqüències de les regions una vegada han estat renderitzades i en determina la menor freqüència de mostreig a la que es poden processar, que s’aplica a la següent imatge..

    Exploiting frame coherence in real-time rendering for energy-efficient GPUs

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    The computation capabilities of mobile GPUs have greatly evolved in the last generations, allowing real-time rendering of realistic scenes. However, the desire for processing complex environments clashes with the battery-operated nature of smartphones, for which users expect long operating times per charge and a low-enough temperature to comfortably hold them. Consequently, improving the energy-efficiency of mobile GPUs is paramount to fulfill both performance and low-power goals. The work of the processors from within the GPU and their accesses to off-chip memory are the main sources of energy consumption in graphics workloads. Yet most of this energy is spent in redundant computations, as the frame rate required to produce animations results in a sequence of extremely similar images. The goal of this thesis is to improve the energy-efficiency of mobile GPUs by designing micro-architectural mechanisms that leverage frame coherence in order to reduce the redundant computations and memory accesses inherent in graphics applications. First, we focus on reducing redundant color computations. Mobile GPUs typically employ an architecture called Tile-Based Rendering, in which the screen is divided into tiles that are independently rendered in on-chip buffers. It is common that more than 80% of the tiles produce exactly the same output between consecutive frames. We propose Rendering Elimination (RE), a mechanism that accurately determines such occurrences by computing and storing signatures of the inputs of all the tiles in a frame. If the signatures of a tile across consecutive frames are the same, the colors computed in the preceding frame are reused, saving all computations and memory accesses associated to the rendering of the tile. We show that RE vastly outperforms related schemes found in the literature, achieving a reduction of energy consumption of 37% and execution time of 33% with minimal overheads. Next, we focus on reducing redundant computations of fragments that will eventually not be visible. In real-time rendering, objects are processed in the order they are submitted to the GPU, which usually causes that the results of previously-computed objects are overwritten by new objects that turn occlude them. Consequently, whether or not a particular object will be occluded is not known until the entire scene has been processed. Based on the fact that visibility tends to remain constant across consecutive frames, we propose Early Visibility Resolution (EVR), a mechanism that predicts visibility based on information obtained in the preceding frame. EVR first computes and stores the depth of the farthest visible point after rendering each tile. Whenever a tile is rendered in the following frame, primitives that are farther from the observer than the stored depth are predicted to be occluded, and processed after the ones predicted to be visible. Additionally, this visibility prediction scheme is used to improve Rendering Elimination’s equal tile detection capabilities by not adding primitives predicted to be occluded in the signature. With minor hardware costs, EVR is shown to provide a reduction of energy consumption of 43% and execution time of 39%. Finally, we focus on reducing computations in tiles with low spatial frequencies. GPUs produce pixel colors by sampling triangles once per pixel and performing computations on each sampling location. However, most screen regions do not include sufficient detail to require high sampling rates, leading to a significant amount of energy wasted computing the same color for neighboring pixels. Given that spatial frequencies are maintained across frames, we propose Dynamic Sampling Rate, a mechanism that analyzes the spatial frequencies of tiles and determines the best sampling rate for them, which is applied in the following frame. Results show that Dynamic Sampling Rate significantly reduces processor activity, yielding energy savings of 40% and execution time reductions of 35%.La capacitat de càlcul de les GPU mòbils ha augmentat en gran mesura en les darreres generacions, permetent el renderitzat de paisatges complexos en temps real. Nogensmenys, el desig de processar escenes cada vegada més realistes xoca amb el fet que aquests dispositius funcionen amb bateries, i els usuaris n’esperen llargues durades i una temperatura prou baixa com per a ser agafats còmodament. En conseqüència, millorar l’eficiència energètica de les GPU mòbils és essencial per a aconseguir els objectius de rendiment i baix consum. Els processadors de la GPU i els seus accessos a memòria són els principals consumidors d’energia en càrregues gràfiques, però molt d’aquest consum és malbaratat en càlculs redundants, ja que les animacions produïdes s¿aconsegueixen renderitzant una seqüència d’imatges molt similars. L’objectiu d’aquesta tesi és millorar l’eficiència energètica de les GPU mòbils mitjançant el disseny de mecanismes microarquitectònics que aprofitin la coherència entre imatges per a reduir els càlculs i accessos redundants inherents a les aplicacions gràfiques. Primerament, ens centrem en reduir càlculs redundants de colors. A les GPU mòbils, sovint s'empra una arquitectura anomenada Tile-Based Rendering, en què la pantalla es divideix en regions que es processen independentment dins del xip. És habitual que més del 80% de les regions de pantalla produeixin els mateixos colors entre imatges consecutives. Proposem Rendering Elimination (RE), un mecanisme que determina acuradament aquests casos computant una signatura de les entrades de totes les regions. Si les signatures de dues imatges són iguals, es reutilitzen els colors calculats a la imatge anterior, el que estalvia tots els càlculs i accessos a memòria de la regió. RE supera àmpliament propostes relacionades de la literatura, aconseguint una reducció del consum energètic del 37% i del temps d’execució del 33%. Seguidament, ens centrem en reduir càlculs redundants en fragments que eventualment no seran visibles. En aplicacions gràfiques, els objectes es processen en l’ordre en què son enviats a la GPU, el que sovint causa que resultats ja processats siguin sobreescrits per nous objectes que els oclouen. Per tant, no se sap si un objecte serà visible o no fins que tota l’escena ha estat processada. Fonamentats en el fet que la visibilitat tendeix a ser constant entre imatges, proposem Early Visibility Resolution (EVR), un mecanisme que prediu la visibilitat basat en informació obtinguda a la imatge anterior. EVR computa i emmagatzema la profunditat del punt visible més llunyà després de processar cada regió de pantalla. Quan es processa una regió a la imatge següent, es prediu que les primitives més llunyanes a el punt guardat seran ocloses i es processen després de les que es prediuen que seran visibles. Addicionalment, aquest esquema de predicció s’empra en millorar la detecció de regions redundants de RE al no afegir les primitives que es prediu que seran ocloses a les signatures. Amb un cost de maquinari mínim, EVR aconsegueix una millora del consum energètic del 43% i del temps d’execució del 39%. Finalment, ens centrem a reduir càlculs en regions de pantalla amb poca freqüència espacial. Les GPU actuals produeixen colors mostrejant els triangles una vegada per cada píxel i fent càlculs a cada localització mostrejada. Però la majoria de regions no tenen suficient detall per a necessitar altes freqüències de mostreig, el que implica un malbaratament d’energia en el càlcul del mateix color en píxels adjacents. Com les freqüències tendeixen a mantenir-se en el temps, proposem Dynamic Sampling Rate (DSR)¸ un mecanisme que analitza les freqüències de les regions una vegada han estat renderitzades i en determina la menor freqüència de mostreig a la que es poden processar, que s’aplica a la següent imatge...Postprint (published version

    Visibility rendering order: Improving energy efficiency on mobile GPUs through frame coherence

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    During real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image, thus wasting precious time and energy. To help discard occluded surfaces, most current GPUs include an Early-Depth test before the fragment processing stage. However, to be effective it requires that opaque objects are processed in a front-to-back order. Depth sorting and other occlusion culling techniques at the object level incur overheads that are only offset for applications having substantial depth and/or fragment shading complexity, which is often not the case in mobile workloads. We propose a novel architectural technique for mobile GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware by exploiting the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence). Since order relationships are already tested by the Depth Test, VRO incurs minimal energy overheads because it just requires adding a small hardware to capture that information and use it later to guide the rendering of the following frame. Moreover, unlike other approaches, this unit works in parallel with the graphics pipeline without any performance overhead. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27% speed-up and 14.8% energy reduction on average over a state-of-the-art mobile GPU.Peer ReviewedPostprint (author's final draft

    Reducing redundancy of real time computer graphics in mobile systems

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    The goal of this thesis is to propose novel and effective techniques to eliminate redundant computations that waste energy and are performed in real-time computer graphics applications, with special focus on mobile GPU micro-architecture. Improving the energy-efficiency of CPU/GPU systems is not only key to enlarge their battery life, but also allows to increase their performance because, to avoid overheating above thermal limits, SoCs tend to be throttled when the load is high for a large period of time. Prior studies pointed out that the CPU and especially the GPU are the principal energy consumers in the graphics subsystem, being the off-chip main memory accesses and the processors inside the GPU the primary energy consumers of the graphics subsystem. First, we focus on reducing redundant fragment processing computations by means of improving the culling of hidden surfaces. During real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image. When the GPU realizes that an object or part of it is not going to be visible, all activity required to compute its color and store it has already been performed. We propose a novel architectural technique for mobile GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware to maximize the culling effectiveness of the GPU and minimize overshading, hence reducing execution time and energy consumption. VRO exploits the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence) to provide the feeling of smooth transition. VRO keeps visibility information of a frame, and uses it to reorder the objects of the following frame. VRO just requires adding a small hardware to capture the visibility information and use it later to guide the rendering of the following frame. Moreover, VRO works in parallel with the graphics pipeline, so negligible performance overheads are incurred. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27% speed-up and 14.8% energy reduction on average. Then, we focus on avoiding redundant computations related to CPU Collision Detection (CD). Graphics applications such as 3D games represent a large percentage of downloaded applications for mobile devices and the trend is towards more complex and realistic scenes with accurate 3D physics simulations. CD is one of the most important algorithms in any physics kernel since it identifies the contact points between the objects of a scene and determines when they collide. However, real-time accurate CD is very expensive in terms of energy consumption. We propose Render Based Collision Detection (RBCD), a novel energy-efficient high-fidelity CD scheme that leverages some intermediate results of the rendering pipeline to perform CD, so that redundant tasks are done just once. Comparing RBCD with a conventional CD completely executed in the CPU, we show that its execution time is reduced by almost three orders of magnitude (600x speedup), because most of the CD task of our model comes for free by reusing the image rendering intermediate results. Although not necessarily, such a dramatic time improvement may result in better frames per second if physics simulation stays in the critical path. However, the most important advantage of our technique is the enormous energy savings that result from eliminating a long and costly CPU computation and converting it into a few simple operations executed by a specialized hardware within the GPU. Our results show that the energy consumed by CD is reduced on average by a factor of 448x (i.e., by 99.8\%). These dramatic benefits are accompanied by a higher fidelity CD analysis (i.e., with finer granularity), which improves the quality and realism of the application.El objetivo de esta tesis es proponer técnicas efectivas y originales para eliminar computaciones inútiles que aparecen en aplicaciones gráficas, con especial énfasis en micro-arquitectura de GPUs. Mejorar la eficiencia energética de los sistemas CPU/GPU no es solo clave para alargar la vida de la batería, sino también incrementar su rendimiento. Estudios previos han apuntado que la CPU y especialmente la GPU son los principales consumidores de energía en el sub-sistema gráfico, siendo los accesos a memoria off-chip y los procesadores dentro de la GPU los principales consumidores de energía del sub-sistema gráfico. Primero, nos hemos centrado en reducir computaciones redundantes de la fase de fragment processing mediante la mejora en la eliminación de superficies ocultas. Durante el renderizado de gráficos en tiempo real, los objetos son procesados por la GPU en el orden en el que son enviados por la CPU, y las superficies ocultas son a menudo procesadas incluso si no no acaban formando parte de la imagen final. Cuando la GPU averigua que el objeto o parte de él no es visible, toda la actividad requerida para computar su color y guardarlo ha sido realizada. Proponemos una técnica arquitectónica original para GPUs móviles, Visibility Rendering Order (VRO), la cual reordena los objetos de delante hacia atrás por completo en hardware para maximizar la efectividad del culling de la GPU y así minimizar el overshading, y por lo tanto reducir el tiempo de ejecución y el consumo de energía. VRO explota el hecho de que los objetos de las aplicaciones gráficas animadas tienden a mantener su orden relativo en profundidad a través de frames consecutivos (coherencia temporal) para proveer animaciones con transiciones suaves. Dado que las relaciones de orden en profundidad entre objetos son testeadas en la GPU, VRO introduce costes mínimos en energía. Solo requiere añadir una pequeña unidad hardware para capturar la información de visibilidad. Además, VRO trabaja en paralelo con el pipeline gráfico, por lo que introduce costes insignificantes en tiempo. Ilustramos los beneficios de VRO usango varias aplicaciones 3D comerciales para las cuales VRO consigue un 27% de speed-up y un 14.8% de reducción de energía en media. En segundo lugar, evitamos computaciones redundantes relacionadas con la Detección de Colisiones (CD) en la CPU. Las aplicaciones gráficas animadas como los juegos 3D representan un alto porcentaje de las aplicaciones descargadas en dispositivos móviles y la tendencia es hacia escenas más complejas y realistas con simulaciones físicas 3D precisas. La CD es uno de los algoritmos más importantes entre los kernel de físicas dado que identifica los puntos de contacto entre los objetos de una escena. Sin embargo, una CD en tiempo real y precisa es muy costosa en términos de consumo energético. Proponemos Render Based Collision Detection (RBCD), una técnica energéticamente eficiente y preciso de CD que utiliza resultados intermedios del rendering pipeline para realizar la CD. Comparando RBCD con una CD convencional completamente ejecutada en la CPU, mostramos que el tiempo de ejecución es reducido casi tres órdenes de magnitud (600x speedup), porque la mayoría de la CD de nuestro modelo reusa resultados intermedios del renderizado de la imagen. Aunque no es así necesariamente, esta espectacular en tiempo puede resultar en mejores frames por segundo si la simulación de físicas está en el camino crítico. Sin embargo, la ventaja más importante de nuestra técnica es el enorme ahorro de energía que resulta de eliminar las largas y costosas computaciones en la CPU, sustituyéndolas por unas pocas operaciones ejecutadas en un hardware especializado dentro de la GPU. Nuestros resultados muestran que la energía consumida por la CD es reducidad en media por un factor de 448x. Estos dramáticos beneficios vienen acompañados de una mayor fidelidad en la CD (i.e. con granularidad más fina)Postprint (published version

    Shader optimization and specialization

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    In the field of real-time graphics for computer games, performance has a significant effect on the player’s enjoyment and immersion. Graphics processing units (GPUs) are hardware accelerators that run small parallelized shader programs to speed up computationally expensive rendering calculations. This thesis examines optimizing shader programs and explores ways in which data patterns on both the CPU and GPU can be analyzed to automatically speed up rendering in games. Initially, the effect of traditional compiler optimizations on shader source-code was explored. Techniques such as loop unrolling or arithmetic reassociation provided speed-ups on several devices, but different GPU hardware responded differently to each set of optimizations. Analyzing execution traces from numerous popular PC games revealed that much of the data passed from CPU-based API calls to GPU-based shaders is either unused, or remains constant. A system was developed to capture this constant data and fold it into the shaders’ source-code. Re-running the game’s rendering code using these specialized shader variants resulted in performance improvements in several commercial games without impacting their visual quality

    Microarchitectural simulator for shader cores in a modern GPU simulation infrastructure

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    The objective of this project is to redesign the shader cores in TEAPOT, a cycle-accurate simulator for mobile-GPU systems, validate it's functionality and accuracy and then explore the new microarchitecture by performing experiments on it
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