Z2 traversal order for VR stereo rendering on tile-based mobile GPUs

Jae-Ho Nah, Yeongkyu Lim, Sunho Ki, Chulho Shin
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引用次数: 1

Abstract

With increasing demands of virtual reality (VR) applications, efficient VR rendering techniques are becoming essential because VR stereo rendering requires 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, called the Z2 traversal order. In tile-based mobile GPU architectures, a tile traversal order that maximizes spatial locality can increase the GPU cache efficiency. For VR applications, our approach improves the traditional Z-curve order; we render two screen tiles in the left and right views by turns or simultaneously, as a result, we can exploit spatial locality between the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. The experimental results show that the Z2 traversal order can reduce external memory bandwidth requirements and can increase rendering performance.
Z2遍历顺序的VR立体渲染基于瓷砖的移动gpu
随着虚拟现实(VR)应用需求的增加,高效的VR渲染技术变得至关重要,因为VR立体渲染需要增加计算成本来分别渲染左眼和右眼的视图。为了降低VR应用中的渲染成本,我们提出了一种新的基于tile的移动GPU架构的遍历顺序,称为Z2遍历顺序。在基于tile的移动GPU架构中,最大化空间局部性的tile遍历顺序可以提高GPU的缓存效率。对于VR应用,我们的方法改进了传统的z曲线顺序;我们在左右视图中轮流或同时呈现两个屏幕块,因此,我们可以利用两个块之间的空间局部性。为了评估我们的方法,我们使用Mesa和硬件模拟器进行了跟踪驱动的硬件模拟。实验结果表明,Z2遍历顺序可以减少外部内存带宽需求,提高渲染性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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