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Eliminating redundant fragment shader executions on a mobile GPU via hardware memoization
2014
2014 ACM/IEEE 41st International Symposium on Computer Architecture (ISCA)
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. In this paper we
doi:10.1109/isca.2014.6853207
dblp:conf/isca/ArnauPX14
fatcat:347r3f4ttjbibku4i46kmdn6aq