Eliminating redundant fragment shader executions on a mobile GPU via hardware memoization.
José-María ArnauJoan-Manuel ParcerisaPolychronis XekalakisPublished in: ISCA (2014)
Keyphrases
- eliminating redundant
- graphics hardware
- real time
- graphics processors
- graphics processing units
- volume rendering
- mobile devices
- graphics cards
- heterogeneous computing
- camera phones
- hardware and software
- low cost
- mobile phone
- parallel computation
- ray casting
- gpu implementation
- computer systems
- parallel hardware
- mobile users
- general purpose
- commodity hardware
- context aware
- parallel architectures
- embedded systems
- processing speed
- mobile networks
- mobile learning
- texture mapping
- location aware
- standard pc
- mobile applications
- mobile technologies
- hardware implementation
- e learning