The Design And Analysis Of A Cache Architecture For Texture Mapping

Z. S. Hakura, Anoop Gupta
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引用次数: 183

Abstract

The effectiveness of texture mapping in enhancing the realism of computer generated imagery has made support for real-time texture mapping a critical part of graphics pipelines. Despite a recent surge in interest in three-dimensional graphics from computer architects, high-quality high-speed texture mapping has so far been confined to costly hardware systems that use brute-force techniques to achieve high performance. One obstacle faced by designers of texture mapping systems is the requirement of extremely high bandwidth to texture memory. High bandwidth is necessary since there are typically tens to hundreds of millions of accesses to texture memory per second. In addition, to achieve the high clock rates required in graphics pipelines, low-latency access to texture memory is needed. In this paper, we propose the use of texture image caches to alleviate the above bottlenecks, and evaluate various tradeoffs that arise in such designs.We find that the factors important to cache behavior are (i) the representation of texture images in memory, (ii) the rasterization order on screen and (iii) the cache organization. Through a detailed investigation of these issues, we explore the best way to exploit locality of reference and determine whether this technique is robust with respect to different scenes and different amounts of texture. Overall, we observe that there is a significant amount of temporal and spatial locality and that the working set sizes are relatively small (at most 16KB) across all cases that we studied. Consequently, the memory bandwidth requirements of a texture cache system are substantially lower (at least three times and as much as fifteen times) than the memory bandwidth requirements of a system which achieves equivalent performance but does not utilize a cache. These results are very encouraging and indicate that caching is a promising approach to designing memory systems for texture mapping.
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纹理映射缓存体系结构的设计与分析
纹理映射在增强计算机生成图像真实感方面的有效性使得支持实时纹理映射成为图形管道的关键部分。尽管最近计算机架构师对三维图形的兴趣激增,但高质量的高速纹理映射到目前为止还局限于昂贵的硬件系统,这些硬件系统使用蛮力技术来实现高性能。纹理映射系统设计者面临的一个障碍是对纹理存储器的极高带宽的要求。高带宽是必要的,因为通常每秒有数千万到数亿次对纹理内存的访问。此外,为了实现图形管道所需的高时钟速率,需要低延迟访问纹理存储器。在本文中,我们建议使用纹理图像缓存来缓解上述瓶颈,并评估在这种设计中出现的各种权衡。我们发现缓存行为的重要因素是(i)纹理图像在内存中的表示,(ii)屏幕上的光栅化顺序和(iii)缓存组织。通过对这些问题的详细研究,我们探索了利用参考局部性的最佳方法,并确定该技术对于不同场景和不同数量的纹理是否具有鲁棒性。总的来说,我们观察到,在我们研究的所有情况下,存在大量的时间和空间局部性,并且工作集大小相对较小(最多16KB)。因此,一个纹理缓存系统的内存带宽需求大大降低(至少3倍,多达15倍)比一个系统的内存带宽需求,实现相同的性能,但不利用缓存。这些结果非常鼓舞人心,表明缓存是一种很有前途的方法来设计纹理映射的内存系统。
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