Abstract

With increasing demands of virtual reality (VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures: Z2 traversal order. In tile-based mobile GPU architectures, a tile traversal order that maximizes spatial locality can increase GPU cache efficiency. For VR applications, our approach improves upon the traditional Z order curve. We render corresponding screen tiles in left and right views in turn, or simultaneously, and as a result, we can exploit spatial adjacency of the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. Our experimental results show that Z2 traversal order can reduce external memory bandwidth requirements and increase rendering performance.

Highlights

  • Recent progress in head-mounted displays (HMDs) and GPUs has brought an explosion in the virtual reality (VR) market

  • After a frame is rendered, the texture trace files generated by traversing the tiles with the methods in Fig. 3 are fed to our in-house hardware simulator in order to measure cache hit/miss rates, memory bandwidth requirements, and utilization of the texture mapping unit (TMU)

  • We have presented two variations of the traditional Z order curve which are specially designed for VR stereo rendering

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Summary

Introduction

Recent progress in head-mounted displays (HMDs) and GPUs has brought an explosion in the virtual reality (VR) market. GPU microarchitectures are differently implemented by each GPU vendor, but those using tile-based architectures have a common feature: splitting the entire rendering stage by dividing the screen into small tiles and redistributing primitives into multiple shader cores using the primitive list in each tile. This redistribution is performed between vertex and pixel processing, so the tile-based GPU architectures are known as sort-middle architectures [7]. If a tile traversal order is cache friendly, it can increase rendering performance, as GPU architectures usually include multi-level cache hierarchies.

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