Dynamic Sampling Rate: Harnessing Frame Coherence in Graphics Applications for Energy-Efficient GPUs
Mart\'i Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Juan L., Arag\'on, Antonio Gonz\'alez

TL;DR
This paper introduces Dynamic Sampling Rate (DSR), a hardware mechanism that leverages scene spatial frequencies and temporal coherence to reduce redundant fragment sampling, significantly improving energy efficiency in real-time graphics rendering.
Contribution
The paper presents DSR, a novel hardware approach that adaptively reduces sampling rates based on scene analysis and frame coherence, enhancing energy efficiency without quality loss.
Findings
Achieves 1.68x speedup in rendering performance
Reduces energy consumption by 40% on mobile GPUs
Effectively removes redundancy in fragment shading
Abstract
In real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the screen. They are discretized by sampling each triangle at regular space intervals to generate fragments which are then added texture and lighting effects by a shader program. Realistic scenes require detailed geometric models, complex shaders, high-resolution displays and high screen refreshing rates, which all come at a great compute time and energy cost. This cost is often dominated by the fragment shader, which runs for each sampled fragment. Conventional GPUs sample the triangles once per pixel, however, there are many screen regions containing low variation that produce identical fragments and could be sampled at lower than pixel-rate with no loss in quality. Additionally, as temporal frame coherence makes consecutive frames very similar, such variations are usually maintained from…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Advanced Image and Video Retrieval Techniques · Advanced Vision and Imaging
