3D Workload Subsetting for GPU architecture Pathfinding

被引:2
|
作者
George, Vinod Mohan [1 ]
机构
[1] Intel, Bangalore 560017, Karnataka, India
关键词
D O I
10.1109/IISWC.2015.24
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Growth of high-end 3D gaming, expansion of gaming to new devices like tablets and phones, and evolution of multiple Graphics APIs like Direct3D 10+, and OpenGL 3.0+ have led to an explosion in the number of workloads that need to be evaluated for GPU architecture path-finding. To decide on the optimal architecture configuration, the workloads need to be simulated on a wide range of architecture designs which incurs huge cost, both in terms of time and resources. In order to reduce the simulation cost of path-finding, extracting workload subsets from 3D workloads is essential. This paper presents a methodology to find representative workload subsets from 3D workloads by combining clustering and phase detection. In the first part, this paper presents a methodology to group draw-calls based on performance similarity by clustering on their microarchitecture independent characteristics. Across 717 frames encompassing 828K draw-calls, the clustering solution obtained an average performance prediction error per frame of 1.0% at an average clustering efficiency of 65.8%. The clustering quality is additionally evaluated by calculating cluster outliers, which are clusters with intra cluster prediction error greater than 20%. The clustering quality, measured using cluster outliers, is an indication of the performance similarity of the individual clusters. Across the spectrum of frames, we found that on an average only 3.0% of the clusters are outliers which indicates a high clustering quality. In order to detect repetitive behavior in 3D workloads, we propose characterization of frame intervals using shader vectors and then using shader vector equality to extract the repeating patterns. We show that phases exist in each game in the Bioshock series enabling extraction of small representative subsets from the workloads. Performance improvement of the workload subsets, which are less than one percent of parent workload, with GPU frequency scaling has high correlation (correlation coefficient=99.7%+)to the performance improvement of its parent workload.
引用
收藏
页码:130 / 139
页数:10
相关论文
共 50 条
  • [31] GPU accelerated 3D face registration/recognition
    Abate, Andrea Francesco
    Nappi, Michele
    Ricciardi, Stefano
    Sabatino, Gabriele
    ADVANCES IN BIOMETRICS, PROCEEDINGS, 2007, 4642 : 938 - +
  • [32] Transfer Learning for Multi-Agent Pathfinding in Discrete 3D Environments
    Dagner, Tizian
    Kraehschlitz, Maximilian
    Parzeller, Rafael
    2024 IEEE 19TH CONFERENCE ON INDUSTRIAL ELECTRONICS AND APPLICATIONS, ICIEA 2024, 2024,
  • [33] A novel heuristic pathfinding algorithm for 3D security modeling and vulnerability assessment
    Yang, Jun
    Hong, Yue-Ming
    Lv, Yu-Ming
    Ma, Hao-Ming
    Wang, Wen-Lin
    NUCLEAR SCIENCE AND TECHNIQUES, 2025, 36 (05)
  • [34] Pathfinding and design optimization of 2.5D/3D devices in the context of multiple PCBs
    Yazdani, Farhang
    Park, John
    Advancing Microelectronics, 2015, 42 (02): : 14 - 18
  • [35] High-Performance and Energy-Efficient 3D Manycore GPU Architecture for Accelerating Graph Analytics
    Choudhury, Dwaipayan
    Rajam, Aravind Sukumaran
    Kalyanaraman, Ananth
    Pande, Partha Pratim
    ACM JOURNAL ON EMERGING TECHNOLOGIES IN COMPUTING SYSTEMS, 2022, 18 (01)
  • [36] GPU efficient 1D and 3D recursive filtering
    Maximo, Andre
    DIGITAL SIGNAL PROCESSING, 2021, 114
  • [37] GPU Accelerated 2D and 3D Image Processing
    Morar, Anca
    Moldoveanu, Florica
    Moldoveanu, Alin
    Balan, Oana
    Asavei, Victor
    PROCEEDINGS OF THE 2017 FEDERATED CONFERENCE ON COMPUTER SCIENCE AND INFORMATION SYSTEMS (FEDCSIS), 2017, : 653 - 656
  • [38] 3D MAPPING FOR NEEDS OF ARCHITECTURE
    Boyanova, Kremena
    Bandrova, Temenoujka
    4TH INTERNATIONAL CONFERENCE ON CARTOGRAPHY AND GIS, VOL. 1, 2012, : 201 - 210
  • [39] A PROCESSOR ARCHITECTURE FOR 3D GRAPHICS
    WANG, YU
    MANGASER, A
    SRINIVASAN, P
    IEEE COMPUTER GRAPHICS AND APPLICATIONS, 1992, 12 (05) : 96 - 105
  • [40] A neural architecture for 3D segmentation
    Chella, A
    Maniscalco, U
    Pirrone, R
    NEURAL NETS, 2003, 2859 : 121 - 128