在低功耗边缘gpu上测试Vulkan和OpenGL渲染

Oscar Ferraz, Paulo Menezes, Vitor R. G. Silva, G. Falcão
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引用次数: 1

摘要

随着对虚拟化生活各个方面的需求不断增长,工程师设计解决方案来创建沉浸在虚拟和增强现实场景中。大多数虚拟现实(VR)和增强现实(AR)头显需要连接到计算系统,因此它们需要购买额外的硬件来使用头显。根据摩尔定律,晶体管变得越来越小,计算机变得越来越强大。因此,新的硬件和编程语言被开发出来,以在低功耗的情况下实现高性能图形。本文比较了OpenGL和Vulkan在Nvidia的Jetson开发套件上的实现,该开发套件配备了边缘gpu,可以在5W (Jetson Nano), 15W (Jetson TX2)和30W (Jetson Xavier)下生成3D图形,提供了一种无需外部处理单元的内部处理和经济高效的耳机解决方案。我们报告说,效率可以比桌面图形处理单元(gpu)高2倍,同时保持合理的渲染能力。
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Benchmarking Vulkan vs OpenGL Rendering on Low-Power Edge GPUs
With the ever-increasing demand for virtualizing every aspect of life, engineers design solutions to create immersion in virtual and augmented reality scenarios. Most virtual reality (VR) and augmented reality (AR) headsets require a connection to a computing system and thus they demand the acquisition of additional hardware to use the headsets. Following Moore's law, transistors have become smaller and computers more powerful. As a result, new hardware and programming languages have been developed to achieve high-performance graphics while requiring low power. This paper compares OpenGL and Vulkan implementations on Nvidia's Jetson development kits equipped with edge GPUs that can generate 3D graphics under 5W (Jetson Nano), 15W (Jetson TX2) and, 30W (Jetson Xavier), providing an in-house processing and cost-effective headset solution without an external processing unit. We report that efficiency can be 2 times higher than desktop graphics processing units (GPUs) while maintaining a reasonable amount of rendering power.
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