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2014 ACM/IEEE 41st International Symposium on Computer Architecture (ISCA) (2014)
Minneapolis, MN, USA
June 14, 2014 to June 18, 2014
ISBN: 978-1-4799-4396-8
pp: 529-540
Jose-Maria Arnau , Universitat Politecnica de Catalunya, Spain
Joan-Manuel Parcerisa , Universitat Politecnica de Catalunya, Spain
Polychronis Xekalakis , Intel Corporation, USA
ABSTRACT
Redundancy is at the heart of graphical applications. In fact, generating an animation typically involves the succession of extremely similar images. In terms of rendering these images, this behavior translates into the creation of many fragment programs with the exact same input data. We have measured this fragment redundancy for a set of commercial Android applications, and found that more than 40% of the fragments used in a frame have been already computed in a prior frame.
INDEX TERMS
Graphics processing units, Abstracts, Complexity theory, Rendering (computer graphics), Hardware
CITATION

J. Arnau, J. Parcerisa and P. Xekalakis, "Eliminating redundant fragment shader executions on a mobile GPU via hardware memoization," 2014 ACM/IEEE 41st International Symposium on Computer Architecture (ISCA), Minneapolis, MN, USA, 2014, pp. 529-540.
doi:10.1109/ISCA.2014.6853207
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