Rendering Elimination: Early Discard of Redundant Tiles in the Graphics Pipeline
Mart\'i Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Juan L., Arag\'on, Pedro Marcuello, Antonio Gonz\'alez

TL;DR
This paper introduces Rendering Elimination, a micro-architectural technique for GPUs that detects and discards redundant tiles early, significantly reducing energy consumption and execution time in real-time rendering workloads.
Contribution
It presents a novel method to identify redundant tiles before rasterization, improving energy efficiency and performance over existing techniques.
Findings
Achieves 1.74x speedup on Android apps
Reduces energy consumption by 43%
Outperforms Transaction Elimination in reducing bandwidth
Abstract
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…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Parallel Computing and Optimization Techniques · Opportunistic and Delay-Tolerant Networks
