476 research outputs found

    ElasticSimMATE: a Fast and Accurate gem5 Trace-Driven Simulator for Multicore Systems

    Get PDF
    International audienceMulticore system analysis requires efficient solutions for architectural parameter and scalability exploration. Long simulation time is the main drawback of current simulation approaches. In order to reduce the simulation time while keeping the accuracy levels, trace-driven simulation approaches have been developed. However, existing approaches do not allow multicore exploration or do not capture the behavior of multi-threaded programs. Based on the gem5 simulator, we developed a novel synchronization mechanism for multicore analysis based on the trace collection of synchronization events, instruction and dependencies. It allows efficient architectural parameter and scalability exploration with acceptable simulation speed and accuracy

    GI-1.0: A Fast and Scalable Two-level Radiance Caching Scheme for Real-time Global Illumination

    Full text link
    Real-time global illumination is key to enabling more dynamic and physically realistic worlds in performance-critical applications such as games or any other applications with real-time constraints.Hardware-accelerated ray tracing in modern GPUs allows arbitrary intersection queries against the geometry, making it possible to evaluate indirect lighting entirely at runtime. However, only a small number of rays can be traced at each pixel to maintain high framerates at ever-increasing image resolutions. Existing solutions, such as probe-based techniques, approximate the irradiance signal at the cost of a few rays per frame but suffer from a lack of details and slow response times to changes in lighting. On the other hand, reservoir-based resampling techniques capture much more details but typically suffer from poorer performance and increased amounts of noise, making them impractical for the current generation of hardware and gaming consoles. To find a balance that achieves high lighting fidelity while maintaining a low runtime cost, we propose a solution that dynamically estimates global illumination without needing any content preprocessing, thus enabling easy integration into existing real-time rendering pipelines

    Observation mechanisms for in-field software-based self-test

    Get PDF
    When electronic systems are used in safety critical applications, as in the space, avionic, automotive or biomedical areas, it is required to maintain a very low probability of failures due to faults of any kind. Standards and regulations play a significant role, forcing companies to devise and adopt solutions able to achieve predefined targets in terms of dependability. Different techniques can be used to reduce fault occurrence or to minimize the probability that those faults produce critical failures (e.g., by introducing redundancy). Unfortunately, most of these techniques have a severe impact on the cost of the resulting product and, in some cases, the probability of failures is too large anyway. Hence, a solution commonly used in several scenarios lies on periodically performing a test able to detect the occurrence of any fault before it produces a failure (in-field test). This solution is normally based on forcing the processor inside the Device Under Test to execute a properly written test program, which is able to activate possible faults and to make their effects visible in some observable locations. This approach is also called Software-Based Self-Test, or SBST. If compared with testing in an end of manufacturing scenario, in-field testing has strong limitations in terms of access to the system inputs and outputs because Design for Testability structures and testing equipment are usually not available. As a consequence there are reduced possibilities to activate the faults and to observe their effects. This reduced observability particularly affects the ability to detect performance faults, i.e. faults that modify the timing but not the final value of computations. This kind of faults are hard to detect by only observing the final content of predefined memory locations, that is the usual test result observation method used in-field. Initially, the present work was focused on fault tolerance techniques against transient faults induced by ionizing radiation, the so called Single Event Upsets (SEUs). The main contribution of this early stage of the thesis lies in the experimental validation of the feasibility of achieving a safe system by using an architecture that combines task-level redundancy with already available IP cores, thus minimizing the development time. Task execution is replicated and Memory Protection is used to guarantee that any SEU may affect one and only one of the replicas. A proof of concept implementation was developed and validated using fault injection. Results outline the effectiveness of the architecture, and the overhead analysis shows that the proposed architecture is effective in reducing the resource occupation with respect to N-modular redundancy, at an affordable cost in terms of application execution time. The main part of the thesis is focused on in-field software-based self-test of permanent faults. A set of observation methods exploiting existing or ad-hoc hardware is proposed, aimed at obtaining a better coverage, in particular of performance faults. An extensive quantitative evaluation of the proposed methods is presented, including a comparison with the observation methods traditionally used in end of manufacturing and in-field testing. Results show that the proposed methods are a good complement to the traditionally used final memory content observation. Moreover, they show that an adequate combination of these complementary methods allows for achieving nearly the same fault coverage achieved when continuously observing all the processor outputs, which is an observation method commonly used for production test but usually not available in-field. A very interesting by-product of what is described above is a detailed description of how to compute the fault coverage achieved by functional in-field tests using a conventional fault simulator, a tool that is usually applied in an end of manufacturing testing scenario. Finally, another relevant result in the testing area is a method to detect permanent faults inside the cache coherence logic integrated in each cache controller of a multi-core system, based on the concurrent execution of a test program by the different cores in a coordinated manner. By construction, the method achieves full fault coverage of the static faults in the addressed logic.Cuando se utilizan sistemas electrónicos en aplicaciones críticas como en las áreas biomédica, aeroespacial o automotriz, se requiere mantener una muy baja probabilidad de malfuncionamientos debidos a cualquier tipo de fallas. Los estándares y normas juegan un papel importante, forzando a los desarrolladores a diseñar y adoptar soluciones que sean capaces de alcanzar objetivos predefinidos en cuanto a seguridad y confiabilidad. Pueden utilizarse diferentes técnicas para reducir la ocurrencia de fallas o para minimizar la probabilidad de que esas fallas produzcan mal funcionamientos críticos, por ejemplo a través de la incorporación de redundancia. Lamentablemente, muchas de esas técnicas afectan en gran medida el costo de los productos y, en algunos casos, la probabilidad de malfuncionamiento sigue siendo demasiado alta. En consecuencia, una solución usada a menudo en varios escenarios consiste en realizar periódicamente un test que sea capaz de detectar la ocurrencia de una falla antes de que esta produzca un mal funcionamiento (test en campo). En general, esta solución se basa en forzar a un procesador existente dentro del dispositivo bajo prueba a ejecutar un programa de test que sea capaz de activar las posibles fallas y de hacer que sus efectos sean visibles en puntos observables. A esta metodología también se la llama auto-test basado en software, o en inglés Software-Based Self-Test (SBST). Si se lo compara con un escenario de test de fin de fabricación, el test en campo tiene fuertes limitaciones en términos de posibilidad de acceso a las entradas y salidas del sistema, porque usualmente no se dispone de equipamiento de test ni de la infraestructura de Design for Testability. En consecuencia se tiene menos posibilidades de activar las fallas y de observar sus efectos. Esta observabilidad reducida afecta particularmente la habilidad para detectar fallas de performance, es decir fallas que modifican la temporización pero no el resultado final de los cálculos. Este tipo de fallas es difícil de detectar por la sola observación del contenido final de lugares de memoria, que es el método usual que se utiliza para observar los resultados de un test en campo. Inicialmente, el presente trabajo estuvo enfocado en técnicas para tolerar fallas transitorias inducidas por radiación ionizante, llamadas en inglés Single Event Upsets (SEUs). La principal contribución de esa etapa inicial de la tesis reside en la validación experimental de la viabilidad de obtener un sistema seguro, utilizando una arquitectura que combina redundancia a nivel de tareas con el uso de módulos hardware (IP cores) ya disponibles, que minimiza en consecuencia el tiempo de desarrollo. Se replica la ejecución de las tareas y se utiliza protección de memoria para garantizar que un SEU pueda afectar a lo sumo a una sola de las réplicas. Se desarrolló una implementación para prueba de concepto que fue validada mediante inyección de fallas. Los resultados muestran la efectividad de la arquitectura, y el análisis de los recursos utilizados muestra que la arquitectura propuesta es efectiva en reducir la ocupación con respecto a la redundancia modular con N réplicas, a un costo accesible en términos de tiempo de ejecución. La parte principal de esta tesis se enfoca en el área de auto-test en campo basado en software para la detección de fallas permanentes. Se propone un conjunto de métodos de observación utilizando hardware existente o ad-hoc, con el fin de obtener una mejor cobertura, en particular de las fallas de performance. Se presenta una extensa evaluación cuantitativa de los métodos propuestos, que incluye una comparación con los métodos tradicionalmente utilizados en tests de fin de fabricación y en campo. Los resultados muestran que los métodos propuestos son un buen complemento del método tradicionalmente usado que consiste en observar el valor final del contenido de memoria. Además muestran que una adecuada combinación de estos métodos complementarios permite alcanzar casi los mismos valores de cobertura de fallas que se obtienen mediante la observación continua de todas las salidas del procesador, método comúnmente usado en tests de fin de fabricación, pero que usualmente no está disponible en campo. Un subproducto muy interesante de lo arriba expuesto es la descripción detallada del procedimiento para calcular la cobertura de fallas lograda mediante tests funcionales en campo por medio de un simulador de fallas convencional, una herramienta que usualmente se aplica en escenarios de test de fin de fabricación. Finalmente, otro resultado relevante en el área de test es un método para detectar fallas permanentes dentro de la lógica de coherencia de cache que está integrada en el controlador de cache de cada procesador en un sistema multi procesador. El método está basado en la ejecución de un programa de test en forma coordinada por parte de los diferentes procesadores. Por construcción, el método cubre completamente las fallas de la lógica mencionad

    Dynamically allocating processor resources between nearby and distant ILP

    Get PDF
    Journal ArticleModern superscalar processors use wide instruction issue widths and out-of-order execution in order to increase instruction-level parallelism (ILP). Because instructions must be committed in order so as to guarantee precise exceptions, increasing ILP implies increasing the sizes of structures such as the register file, issue queue, and reorder buffer. Simultaneously, cycle time constraints limit the sizes of these structures, resulting in conflicting design requirements. In this paper, we present a novel microarchitecture designed to overcome the limitations of a register file size dictated by cycle time constraints. Available registers are dynamically allocated between the primary program thread and a future thread. The future thread executes instructions when the primary thread is limited by resource availability. The future thread is not constrained by in-order commit requirements. It is therefore able to examine a much larger instruction window and jump far ahead to execute ready instructions. Results are communicated back to the primary thread by warming up the register file, instruction cache, data cache, and instruction reuse buffer, and by resolving branch mispredicts early. The proposed microarchitecture is able to get an overall speedup of 1.17 over the base processor for our benchmark set, with speedups of up to 1.64

    Microarchitectural Techniques to Exploit Repetitive Computations and Values

    Get PDF
    La dependencia de datos es una de las principales razones que limitan el rendimiento de los procesadores actuales. Algunos estudios han demostrado, que las aplicaciones no pueden alcanzar más de una decena de instrucciones por ciclo en un procesador ideal, con la simple limitación de las dependencias de datos. Esto sugiere que, desarrollar técnicas que eviten la serialización causada por ellas, son importantes para acelerar el paralelismo a nivel de instrucción y será crucial en los microprocesadores del futuro.Además, la innovación y las mejoras tecnológicas en el diseño de los procesadores de los últimos diez años han sobrepasado los avances en el diseño del sistema de memoria. Por lo tanto, la cada vez mas grande diferencia de velocidades de procesador y memoria, ha motivado que, los actuales procesadores de alto rendimiento se centren en las organizaciones cache para tolerar las altas latencias de memoria. Las memorias cache solventan en parte esta diferencia de velocidades, pero a cambio introducen un aumento de área del procesador, un incremento del consumo energético y una mayor demanda de ancho de banda de memoria, de manera que pueden llegar a limitar el rendimiento del procesador.En esta tesis se proponen diversas técnicas microarquitectónicas que pueden aplicarse en diversas partes del procesador, tanto para mejorar el sistema de memoria, como para acelerar la ejecución de instrucciones. Algunas de ellas intentan suavizar la diferencia de velocidades entre el procesador y el sistema de memoria, mientras que otras intentan aliviar la serialización causada por las dependencias de datos. La idea fundamental, tras todas las técnicas propuestas, consiste en aprovechar el alto porcentaje de repetición de los programas convencionales.Las instrucciones ejecutadas por los programas de hoy en día, tienden a ser repetitivas, en el sentido que, muchos de los datos consumidos y producidos por ellas son frecuentemente los mismos. Esta tesis denomina la repetición de cualquier valor fuente y destino como Repetición de Valores, mientras que la repetición de valores fuente y operación de la instrucción se distingue como Repetición de Computaciones. De manera particular, las técnicas propuestas para mejorar el sistema de memoria se basan en explotar la repetición de valores producida por las instrucciones de almacenamiento, mientras que las técnicas propuestas para acelerar la ejecución de instrucciones, aprovechan la repetición de computaciones producida por todas las instrucciones.Data dependences are some of the most important hurdles that limit the performance of current microprocessors. Some studies have shown that some applications cannot achieve more than a few tens of instructions per cycle in an ideal processor with the sole limitation of data dependences. This suggests that techniques for avoiding the serialization caused by them are important for boosting the instruction-level parallelism and will be crucial for future microprocessors. Moreover, innovation and technological improvements in processor design have outpaced advances in memory design in the last ten years. Therefore, the increasing gap between processor and memory speeds has motivated that current high performance processors focus on cache memory organizations to tolerate growing memory latencies. Caches attempt to bridge this gap but do so at the expense of large amounts of die area, increment of the energy consumption and higher demand of memory bandwidth that can be progressively a greater limit to high performance.We propose several microarchitectural techniques that can be applied to various parts of current microprocessor designs to improve the memory system and to boost the execution of instructions. Some techniques attempt to ease the gap between processor and memory speeds, while the others attempt to alleviate the serialization caused by data dependences. The underlying aim behind all the proposed microarchitectural techniques is to exploit the repetitive behaviour in conventional programs. Instructions executed by real-world programs tend to be repetitious, in the sense that most of the data consumed and produced by several dynamic instructions are often the same. We refer to the repetition of any source or result value as Value Repetition and the repetition of source values and operation as Computation Repetition. In particular, the techniques proposed for improving the memory system are based on exploiting the value repetition produced by store instructions, while the techniques proposed for boosting the execution of instructions are based on exploiting the computation repetition produced by all the instructions

    Simulation of the UKQCD computer

    Get PDF

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

    Get PDF
    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

    Get PDF
    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
    • …
    corecore