skip to main content
10.1145/3005358.3005374acmconferencesArticle/Chapter ViewAbstractPublication Pagessiggraph-asiaConference Proceedingsconference-collections
research-article

Z2 traversal order for VR stereo rendering on tile-based mobile GPUs

Published:28 November 2016Publication History

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.

References

  1. AMD, 2015. Virtual reality with AMD LiquidVR technology. http://www.amd.com/en-us/innovations/software-technologies/technologies-gaming/vr.Google ScholarGoogle Scholar
  2. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  3. Ellis, S., Engh-Halstvedt, A., and Nystad, J., 2015. Graphics processing systems. US Patent 9122646 B2.Google ScholarGoogle Scholar
  4. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  5. 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 ScholarGoogle Scholar
  6. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  7. Johansson, M. 2016. Efficient stereoscopic rendering of building information models (BIM). Journal of Computer Graphics Techniques (JCGT) 5, 3 (August), 1--17.Google ScholarGoogle Scholar
  8. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  9. Morton, G. M. 1966. A computer oriented geodetic data base and a new technique in file sequencing. International Business Machines Company New York.Google ScholarGoogle Scholar
  10. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  11. NVIDIA, 2016. NVIDIA VRWorks. https://developer.nvidia.com/vrworks.Google ScholarGoogle Scholar
  12. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  13. Paul, B., and Whitwell, K., 2015. The Mesa 3D graphics library version 11.0.3. http://www.mesa3d.org/.Google ScholarGoogle Scholar
  14. Reed, N., and Sancho, D. 2015. VR Direct: How NVIDIA technology is improving the VR experience. In Game Developer Conference 2015, GDC '15.Google ScholarGoogle Scholar
  15. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  16. Vlachos, A. 2015. Advanced VR rendering. In Game Developer Conference 2015, GDC '15.Google ScholarGoogle Scholar
  17. Vlachos, A. 2016. Advanced VR rendering performance. In Game Developer Conference 2016, GDC '16.Google ScholarGoogle Scholar
  18. Wilson, T., 2015. High performance stereo rendering for VR. San Diego Virtual Reality Meetup.Google ScholarGoogle Scholar

Index Terms

  1. Z2 traversal order for VR stereo rendering on tile-based mobile GPUs

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        SA '16: SIGGRAPH ASIA 2016 Technical Briefs
        November 2016
        124 pages
        ISBN:9781450345415
        DOI:10.1145/3005358

        Copyright © 2016 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 28 November 2016

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        Overall Acceptance Rate178of869submissions,20%
      • Article Metrics

        • Downloads (Last 12 months)4
        • Downloads (Last 6 weeks)0

        Other Metrics

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader