2006 IEEE International Symposium on Workload Characterization 2006
DOI: 10.1109/iiswc.2006.302726
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Abstract: Abstract-The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative information about games is available. This paper focuses on analyzing a set of modern 3D games at the API call level and at the microarchitectural level using the Attila simulator. In addition to common geometry metrics and, in order to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze pe… Show more

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Cited by 13 publications
(5 citation statements)
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“…Some papers reported the results of dynamic 3D workload characterization efforts [4,5]. The results show that the workload of 3D applications is unique, i.e.…”
Section: Estimation Methodsmentioning
confidence: 99%
“…Some papers reported the results of dynamic 3D workload characterization efforts [4,5]. The results show that the workload of 3D applications is unique, i.e.…”
Section: Estimation Methodsmentioning
confidence: 99%
“…Graphics GPU Workload Analysis: Mitra et al [14] measured intra-frame texture locality and bandwidth consumption per frame. In addition, Roca et al [15] use a cycle-level GPU simulator to look at a number of general application characteristics to understand workloads from both a bandwidth and computation perspective. In this work, we explore the sharing potential for modern graphics applications at the intra-frame, intra-scene and intra-task levels to understand bandwidth reduction potential inherent to the applications' sharing characteristics.…”
Section: I I I R E L At E D W O R Kmentioning
confidence: 99%
“…Roca [31] presented detailed 3D workload characterizations for CPU and GPU based on trace simulations and analysis. The paper does not include performance prediction method for different processor architectures.…”
Section: Related Workmentioning
confidence: 99%