38th Annual IEEE/ACM International Symposium on Microarchitecture (MICRO'05)
DOI: 10.1109/micro.2005.30
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Shader Performance Analysis on a Modern GPU Architecture

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Cited by 34 publications
(19 citation statements)
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“…For instance, the vertex and fragment processing stages include several replicated units known as vertex processor (VP) and fragment processor (FP), respectively. The overall idea is that the GPU launches a thread per incoming vertex (or per group of fragments), which is dispatched to an idle processor [43], [45]. .…”
Section: The Graphics Pipelinementioning
confidence: 99%
“…For instance, the vertex and fragment processing stages include several replicated units known as vertex processor (VP) and fragment processor (FP), respectively. The overall idea is that the GPU launches a thread per incoming vertex (or per group of fragments), which is dispatched to an idle processor [43], [45]. .…”
Section: The Graphics Pipelinementioning
confidence: 99%
“…The 3D games were taken from the ATTILA project webpage [ATTILA traces 2011]. The traces were gathered for frames 100 to 139 and 200 to 239 for each benchmark, similar to [Moya et al 2005]. The traces are listed in Table IV.…”
Section: Experimental Frameworkmentioning
confidence: 99%
“…This architecture is referred to as the unified shader model. 1 Another fundamental aspect that GPUs exploit in order to speed up the rendering process is parallelization. The graphics pipeline is devised in such a way that interdependencies are avoided as much as possible, so performance can be easily increased by replicating hardware.…”
Section: Introductionmentioning
confidence: 99%