Perception-Oriented 3D Rendering Approximation for Modern Graphics Processors

Chenhao Xie, Xin Fu, S. Song
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引用次数: 10

Abstract

Anisotropic filtering enabled by modern rasterization-based GPUs provides users with extremely authentic visualization experience, but significantly limits the performance and energy efficiency of 3D rendering process due to its large texture data requirement. To improve 3D rendering efficiency, we build a bridge between anisotropic filtering process and human visual system by analyzing users’ perception on image quality. We discover that anisotropic filtering does not impact user perceived image quality on every pixel. This motives us to approximate the anisotropic filtering process for non-perceivable pixels in order to improve the overall 3D rendering performance without damaging user experience. To achieve this goal, we propose a perceptionoriented runtime approximation model for 3D rendering by leveraging the inner-relationship between anisotropic and isotropic filtering. We also provide a low-cost texture unit design for enabling this approximation. Extensive evaluation on modern 3D games demonstrates that, under a conservative tuning point, our design achieves a significant average speedup of 17% for the overall 3D rendering along with 11% total GPU energy reduction, without visible image quality loss from users’ perception. It also reduces the texture filtering latency by an average of 29%. Additionally, it creates a unique perception-based tuning space for performance-quality tradeoffs on graphics processors.
面向感知的现代图形处理器三维渲染近似
现代基于栅格化的gpu支持的各向异性滤波为用户提供了极其真实的可视化体验,但由于其对纹理数据的大量需求,极大地限制了3D渲染过程的性能和能效。为了提高3D渲染效率,我们通过分析用户对图像质量的感知,在各向异性滤波过程和人类视觉系统之间架起一座桥梁。我们发现各向异性滤波不会影响用户感知到的每个像素的图像质量。这促使我们对不可感知像素近似各向异性过滤过程,以便在不损害用户体验的情况下提高整体3D渲染性能。为了实现这一目标,我们利用各向异性和各向同性滤波之间的内在关系,提出了一种面向感知的3D渲染运行时近似模型。我们还提供了一种低成本的纹理单元设计来实现这种近似。对现代3D游戏的广泛评估表明,在保守的调整点下,我们的设计在整体3D渲染上实现了17%的显著平均加速,同时减少了11%的GPU总能量,而用户的感知没有明显的图像质量损失。它还将纹理过滤延迟平均降低了29%。此外,它还为图形处理器的性能质量权衡创造了一个独特的基于感知的调优空间。
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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