ABSTRACT
With increasing demands of virtual reality (VR) applications, efficient VR rendering techniques are becoming essential because VR stereo rendering requires 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, called the Z2 traversal order. In tile-based mobile GPU architectures, a tile traversal order that maximizes spatial locality can increase the GPU cache efficiency. For VR applications, our approach improves the traditional Z-curve order; we render two screen tiles in the left and right views by turns or simultaneously, as a result, we can exploit spatial locality between the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. The experimental results show that the Z2 traversal order can reduce external memory bandwidth requirements and can increase rendering performance.
- AMD, 2015. Virtual reality with AMD LiquidVR™ technology. http://www.amd.com/en-us/innovations/software-technologies/technologies-gaming/vr.Google Scholar
- Clarberg, P., Toth, R., and Munkberg, J. 2013. A sort-based deferred shading architecture for decoupled sampling. ACM Transactions on Graphics 32, 4 (July), 141:1--141:10. Google ScholarDigital Library
- Ellis, S., Engh-Halstvedt, A., and Nystad, J., 2015. Graphics processing systems. US Patent 9122646 B2.Google Scholar
- Guenter, B., Finch, M., Drucker, S., Tan, D., and Snyder, J. 2012. Foveated 3D graphics. ACM Transactions on Graphics 31, 6 (Nov.), 164:1--164:10. Google ScholarDigital Library
- Harris, P., 2014. The Mali GPU: An abstract machine, part 2 - tile-based rendering. https://community.arm.com/groups/arm-mali-graphics/blog/2014/02/20/the-mali-gpu-an-abstract-machine-part-2.Google Scholar
- Hasselgren, J., and Akenine-Möller, T. 2006. An efficient multi-view rasterization architecture. In Proceedings of the 17th Eurographics Conference on Rendering Techniques, EGSR '06, 61--72. Google ScholarDigital Library
- Johansson, M. 2016. Efficient stereoscopic rendering of building information models (BIM). Journal of Computer Graphics Techniques (JCGT) 5, 3 (August), 1--17.Google Scholar
- Molnar, S., Cox, M., Ellsworth, D., and Fuchs, H. 1994. A sorting classification of parallel rendering. IEEE Computer Graphics and Applications 14, 4 (July), 23--32. Google ScholarDigital Library
- Morton, G. M. 1966. A computer oriented geodetic data base and a new technique in file sequencing. International Business Machines Company New York.Google Scholar
- Nah, J.-H., Kwon, H.-J., Kim, D.-S., Jeong, C.-H., Park, J., Han, T.-D., Manocha, D., and Park, W.-C. 2014. Ray-core: A ray-tracing hardware architecture for mobile devices. ACM Transactions on Graphics 33, 5, 162:1--162:15. Google ScholarDigital Library
- NVIDIA, 2016. NVIDIA VRWorks™. https://developer.nvidia.com/vrworks.Google Scholar
- Patney, A., Kim, J., Salvi, M., Kaplanyan, A., Wyman, C., Benty, N., Lefohn, A., and Luebke, D. 2016. Perceptually-based foveated virtual reality. In ACM SIGGRAPH 2016 Emerging Technologies, 17:1--17:2. Google ScholarDigital Library
- Paul, B., and Whitwell, K., 2015. The Mesa 3D graphics library version 11.0.3. http://www.mesa3d.org/.Google Scholar
- Reed, N., and Sancho, D. 2015. VR Direct: How NVIDIA technology is improving the VR experience. In Game Developer Conference 2015, GDC '15.Google Scholar
- Templin, K., Didyk, P., Ritschel, T., Myszkowski, K., and Seidel, H.-P. 2012. Highlight microdisparity for improved gloss depiction. ACM Transactions on Graphics (SIGGRAPH 2012) 31, 4 (July), 92:1--92:5. Google ScholarDigital Library
- Vlachos, A. 2015. Advanced VR rendering. In Game Developer Conference 2015, GDC '15.Google Scholar
- Vlachos, A. 2016. Advanced VR rendering performance. In Game Developer Conference 2016, GDC '16.Google Scholar
- Wilson, T., 2015. High performance stereo rendering for VR. San Diego Virtual Reality Meetup.Google Scholar
Index Terms
- Z2 traversal order for VR stereo rendering on tile-based mobile GPUs
Recommendations
LOD-Sprite Technique for Accelerated Terrain Rendering
VISUALIZATION '99: Proceedings of the 10th IEEE Visualization 1999 Conference (VIS '99)We present a new rendering technique, termed LOD-sprite rendering, which uses a combination of a level-of-detail (LOD) representation of the scene together with reusing image sprites (previously rendered images). Our primary application is accelerating ...
LOD-sprite technique for accelerated terrain rendering
VIS '99: Proceedings of the conference on Visualization '99: celebrating ten yearsWe present a new rendering technique, termed LOD-sprite rendering, which uses a combination of a level-of-detail (LOD) representation of the scene together with reusing image sprites (previously rendered images). Our primary application is accelerating ...
Effective stereoscopic rendering for mobile VR
SA '16: SIGGRAPH ASIA 2016 PostersLately, the VR market is expanding rapidly with the advent of mobile phone based VR such as Google Cardboard, Samsung Gear VR, LG 360VR starting with VR(Virtual Reality) HMD(Head Mount Device) PC based VR using Stereoscopic rendering such as Oculus Rift,...
Comments