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In this paper we consider implementations of embedded 3D graphics and provide evidence indicating that 3D benchmarks employed for desktop computers are not suitable for mobile environments. Consequently, we present GraalBench, a set of 3D graphics workloads representative for contemporary and emerging mobile devices. In addition, we present detailed simulation results for a typical rasterization pipeline. The results show that the proposed benchmarks use only a part of the resources offered bydoi:10.1145/997163.997165 dblp:conf/lctrts/AntochiJVL04 fatcat:2mswf6mujnbtxh7siqns43ez7a