Won-Jong Lee, S. Hwang, Youngsam Shin, Jeong-Joon Yoo, Soojung Ryu
{"title":"An efficient hybrid ray tracing and rasterizer architecture for mobile GPU","authors":"Won-Jong Lee, S. Hwang, Youngsam Shin, Jeong-Joon Yoo, Soojung Ryu","doi":"10.1145/2818427.2818442","DOIUrl":null,"url":null,"abstract":"We present a bandwidth- and energy-efficient, hybrid ray tracing and rasterizer architecture for tile-based mobile GPU. In order to successfully commercialize mobile System on Chip (SoC), including ray tracing hardware solution, effective integration with rasterizer based on OpenGL---ES is indispensable for the performance and compatibility reason. Thus, recently, the traditional rasterizer-ray tracing hybrid approach is revisited to achieve this goal. The key factor for hybrid rendering is to reflect the fundamental principle of tile-based rendering on integrating the ray tracing hardware and mobile GPUs. Consequently, we propose a new architecture for hybrid rendering by combining new three features such as extended tile binning unit, tile prefetch, and per-tile power control. Simulation results show that our architecture is a potentially versatile solution for future mobile GPUs in low-energy devices because it provides as much as 31.7% better G-buffer bandwidth utilization and is up to 2.18 times better performance per unit energy compared to the ray tracing hardware-only solution.","PeriodicalId":328982,"journal":{"name":"SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications","volume":"112 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2818427.2818442","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
We present a bandwidth- and energy-efficient, hybrid ray tracing and rasterizer architecture for tile-based mobile GPU. In order to successfully commercialize mobile System on Chip (SoC), including ray tracing hardware solution, effective integration with rasterizer based on OpenGL---ES is indispensable for the performance and compatibility reason. Thus, recently, the traditional rasterizer-ray tracing hybrid approach is revisited to achieve this goal. The key factor for hybrid rendering is to reflect the fundamental principle of tile-based rendering on integrating the ray tracing hardware and mobile GPUs. Consequently, we propose a new architecture for hybrid rendering by combining new three features such as extended tile binning unit, tile prefetch, and per-tile power control. Simulation results show that our architecture is a potentially versatile solution for future mobile GPUs in low-energy devices because it provides as much as 31.7% better G-buffer bandwidth utilization and is up to 2.18 times better performance per unit energy compared to the ray tracing hardware-only solution.
我们提出了一种带宽和节能,混合光线跟踪和光栅化架构,用于基于tile的移动GPU。为了实现包括光线追踪硬件解决方案在内的移动片上系统(SoC)的成功商用,基于OpenGL—ES的栅格化技术与栅格化技术的有效集成是实现性能和兼容性的必要条件。因此,最近,传统的光栅器-射线跟踪混合方法被重新审视以实现这一目标。混合渲染的关键是将光线追踪硬件与移动gpu相结合,体现基于tile渲染的基本原理。因此,我们提出了一种新的混合渲染架构,该架构结合了三个新的特性,如扩展tile bin unit, tile prefetch和per tile power control。仿真结果表明,我们的架构是未来低能耗设备中移动gpu的潜在通用解决方案,因为它提供了高达31.7%的g缓冲带宽利用率,并且与光线追踪硬件解决方案相比,每单位能量的性能提高了2.18倍。