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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.


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Z2 traversal order:An interleaving approach for VR stereo rendering on tile-based GPUs

Show Author's information Jae-Ho Nah1Yeongkyu Lim1( )Sunho Ki1Chulho Shin1
LG Electronics, 19, Yangjae-daero 11-gil, Seocho-gu, Seoul, Republic of Korea.

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.

Keywords: virtual reality (VR), tile traversal order, tile-based GPU, mobile GPU, graphics hardware

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Publication history

Revised: 11 April 2017
Accepted: 12 July 2017
Published: 05 August 2017
Issue date: December 2017

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© The Author(s) 2017

Acknowledgements

GFXBench T-Rex, Sponza, Crytek Sponza, and Hand are courtesy of Kishonti Ltd., Marko Dabrovic, Crytek, and the Utah 3D Animation Repository, respectively. We used the Crytek Sponza scene modified by Dario Scarpa to fill a missing texture. Sam Martin gave us useful comments. We would like to appreciate the reviewers for their valuable comments.

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