Fragment Reduction on Mobile GPU with Content Adaptive Sampling

Chia-Yang Chang, Yu-Jung Chen, Chia-Ming Chang, Shao-Yi Chien
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Abstract

Fragment shaders in a graphics pipeline are used to compute the color for each pixel, where lighting, texture loading, and other calculations are involved. The required computing power is proportional to the number of input fragments. In order to improve the power efficiency of mobile GPUs, a content adaptive sampling scheme is proposed to reduce the fragments. The proposed scheme is based on tile-based traversal. For each 4×4 tile, only parts of the fragments are sampled and rendered with the original shader program, and the values of other fragments are interpolated from these rendered fragments if the content checking condition can be passed. With this approach, the sampling patterns are decided adaptively, where more samples are employed for complex regions to avoid quality degradation. Experimental results show that about 30% - 50% fragments can be reduced where high image quality can be still maintained. The proposed scheme can be employed to reduce the power consumption and increase the frame rate for mobile GPUs.
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基于内容自适应采样的移动GPU碎片缩减
图形管道中的片段着色器用于计算每个像素的颜色,其中涉及照明,纹理加载和其他计算。所需的计算能力与输入片段的数量成正比。为了提高移动gpu的功耗效率,提出了一种内容自适应采样方案来减少碎片。所提出的方案基于基于tile的遍历。对于每个4×4贴图,只有部分片段被采样并使用原始着色器程序渲染,如果能够通过内容检查条件,则从这些渲染片段中插值其他片段的值。该方法可以自适应地确定采样模式,在复杂区域使用更多的采样以避免质量下降。实验结果表明,在保持高图像质量的前提下,可以减少30% ~ 50%的碎片。该方案可用于降低移动gpu的功耗和提高帧率。
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