Nowadays, GPUs significantly boost rendering performance. However, the high memory requirements limit their use, especially on low-end mobile platforms. Compression techniques have been widely adopted to reduce memory consumption but face two primary issues when applied to mobile GPUs: 1) low repetition ratio caused by small raw data sizes and concurrency, and 2) low locality caused by unpredictable rendering behaviors. These two limitations result in a low compression ratio when compressors are applied to low-end mobile devices. This paper introduces gCom , a fine-grained rendering compressor accelerated by GPUs. To improve the compression ratio, gCom incorporates the following innovations: 1) Unlike other compression techniques that use frames or tiles as basic processing units, gCom is the first to employ a fine-grained processing unit (i.e., the color channel), enhancing repetition amplification without increasing raw data. 2) gCom introduces two key features, hierarchical delta , and channel decorrelator , which maximize the locality of adjacent channels and reduce raw data size. 3) To maintain the original GPU throughput, gCom revolutionizes the Golomb-Rice algorithm and proposes a new compression approach, the Parallel-Oriented Golomb-Rice (POGR) algorithm, enabling parallel execution of both decompression and compression processes. The entire design of gCom utilizes only idle resources and existing commands on mobile GPUs, thus keeping purchasing costs low. To date, gCom has improved the channel locality by nearly 50%. The best compression achievement received by gCom has reached around 20%.
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