• <tr id="yyy80"></tr>
  • <sup id="yyy80"></sup>
  • <tfoot id="yyy80"><noscript id="yyy80"></noscript></tfoot>
  • 99热精品在线国产_美女午夜性视频免费_国产精品国产高清国产av_av欧美777_自拍偷自拍亚洲精品老妇_亚洲熟女精品中文字幕_www日本黄色视频网_国产精品野战在线观看 ?

    Z2traversal order:An interleaving approach for VR stereo rendering on tile-based GPUs

    2018-01-08 05:10:02JaeHoNahYeongkyuLimSunhoKiandChulhoShin
    Computational Visual Media 2017年4期

    Jae-Ho Nah,Yeongkyu LimSunho Ki,and Chulho Shin

    ?The Author(s)2017.This article is published with open access at Springerlink.com

    Z2traversal order:An interleaving approach for VR stereo rendering on tile-based GPUs

    Jae-Ho Nah1,Yeongkyu Lim1Sunho Ki1,and Chulho Shin1

    ?The Author(s)2017.This article is published with open access at Springerlink.com

    With increasing demands of virtual reality(VR)applications,efficient VR rendering techniques are becoming essential.Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes,to reduce the rendering cost in VR applications,we present a novel traversal order for tile-based mobile GPU architectures:Z2traversal order.In tile-based mobile GPU architectures,a tile traversal order that maximizes spatial locality can increase GPU cache efficiency.For VR applications,our approach improves upon the traditionalZorder curve.We render corresponding screen tiles in left and right views in turn,or simultaneously,and as a result,we can exploit spatial adjacency of the two tiles.To evaluate our approach,we conducted a trace-driven hardware simulation using Mesa and a hardware simulator.Our experimental results show thatZ2traversal order can reduce external memory bandwidth requirements and increase rendering performance.

    virtual reality(VR);tile traversal order;tile-based GPU;mobile GPU;graphics hardware

    1 Introduction

    Recent progress in head-mounted displays(HMDs)and GPUs has brought an explosion in the virtual reality(VR)market.As a result,a wide range of VR applications has been developed:games,360°video,simulations,social media,and so on. In these VR applications,immersive visual experience is very important.Thus,VR devices usually need to provide a high resolution screen(up to UHD)with high refresh rates(up to 120Hz).Additionally,head-mounted displays(HMDs)require separately rendered images for left and right eyes,and this stereo VR rendering can require upto twice the number of drawing calls.Therefore,efficient VR rendering techniques are required for realistic VR experiences.

    Among various approaches to accelerate VR rendering,we focus on efficient GPU hardware architectures for VR applications.Currently most mobile GPUs(e.g.,Qualcomm Adreno,ARM Mali,and Imagination Technologies Power VR)are based on tile-based GPU architectures to minimize off-chip memory accesses. These architectures divide the entire screen into multiple tiles by adding a tiling stage between vertex and fragment shading.Each shader core performs fragment shading of geometry in each screen tile using a tile buffer.Because the number of tiles is much higher than the number of shader cores,different tile traversal orders exist,and there is a need for efficient tile traversal orders which improve rendering performance by utilizing spatial locality.There is a further chance to improve VR rendering performance by choosing a tile traversal order specifically designed for VR applications.

    In this paper,we present a novel tile traversal order called theZ2traversal order.This traversal order is based on the traditionalZorder curve(also known as Morton order)[1],but we improve upon it for VR stereo rendering in two ways.The left–right tile assignment version(Z2LRTA)assigns tiles in the left and right screens to a shader core in turn,while the simultaneous tile access version(Z2STA)assigns corresponding tiles in the left and right screens to a shader core simultaneously,performing interleaved access to the primitive lists of the two tiles.Thanks to similarity of the left and right screens,Z2traversal order can increase spatial locality compared to traditional traversal orders.From the point of view of simultaneous rendering of the left and right views,the idea of our traversal order was inspired by Hasselgren et al.’s multi-view rasterization architecture[2].However,there is a difference between them:Hasselgren et al.focused on how to efficiently rasterize triangles for multiple views,while we focus on how to efficiently map shader cores to screen tiles.

    We have built a GPU simulation environment using Mesa 11.0.3[3]to evaluate the effectiveness of theZ2traversal order.This simulation environment provides an analysis of texture cache access patterns.This analysis includes texture cache hit rates,memory bandwidth requirements for texture mapping,and the utilization of a texture mapping unit on the simulator. Our experimental results using various scenes:GFXBench[4]T-Rex,Crytek Sponza,and L-Bench [5]Sponza(see Fig.1),show thatZ2traversal order can reduce memory bandwidth requirements for texture mapping by up to 48%and can increase texturing performance by up to 9%compared to the traditionalZorder curve.

    This paper is an extended version of our previous conference paper presented in ACM SIGGRAPH Asia 2016 Technical Briefs[6].We extend our previous work by providing a more detailed description of our simulation environments,using a more accurate experimental setup and additional scenes,providing new experimental results and analyses,and discussing limitations of our approach.

    2 Background and related work

    2.1 Tile-based GPU architectures and tile traversal order

    Tile-based GPU architectures have been widely adopted for use in bandwidth-limited mobile platforms.GPU microarchitectures are differently implemented by each GPU vendor,but those using tile-based architectures have a common feature:splitting the entire rendering stage by dividing the screen into small tiles and redistributing primitives into multiple shader cores using the primitive list in each tile.This redistribution is performed between vertex and pixel processing,so the tile-based GPU architectures are also known as sort-middle architectures[7].Because depth and color accesses for fragment shading can be performed using a small tile buffer in such architectures,they reduce the number of power-hungry DRAM accesses and so are suitable for mobile devices.An excellent overview of tile-based rendering is provided in Harris[8].

    After the tiling stage,tiles and their primitive lists are distributed on multiple shader cores.If a tile traversal order is cache friendly,it can increase rendering performance,as GPU architectures usually include multi-level cache hierarchies.Scanline order is the simplest form,theZorder curve[1,9]is a more sophisticated form which increases spatial locality,and a zig-zag pattern[10]is an alternative to theZorder curve.Figure 2 illustrates examples of these three tile traversal orders.

    2.2 VR acceleration techniques

    Fig.1 VR images captured in various scenes:GFXBench T-Rex(left),Crytek Sponza(middle),and L-Bench Sponza(right).By exploiting similarity between the images of the left and right views,our novel tile traversal order decreases memory bandwidth requirement for texture mapping by up to 48%and increases texturing performance by up to 9%when rendering these scenes.A barrel distortion correction shader was not applied in our experiments as its texture access pattern is scene independent.

    Fig.2 Examples of tile traversal orders:scanline order(left),Z order curve(middle),and zig-zag order(right).

    A brute-force approach for VR stereo rendering is to separately render scenes twice for the left and right views.This approach is simple but doubles the number of drawing calls. Thus,recent work tries to reduce the redundant CPU/GPU workload in that case. An alternative approach is shader multi-view(also known as stereo instancing)[11–13];by exposing a ViewID variable to shaders,a GPU can separately handle shader threads for each view without increased draw-call overhead.This method can be implemented on current generation GPUs with recent OpenGL/OpenGL ES extensionsaggressive approach is shading reuse[2,11];by reusing fragment shading results from the left view for the right view,fragment shading costs can be reduced by up to half.However,this can degrade image quality because pixel values in the right view are approximately evaluated on the texture space;this is particularly problematic for view-dependent shading.Another approach is to broadcast drawing calls across multiple GPUs[11,14–16].This approach can utilize the full power of multiple GPUs connected by SLI or Cross fire interfaces.

    Another research direction for VR rendering is to reduce the number of shaded fragments of each view.Vlachos[17]presented a stencil mesh to cull hidden are as after warping in advance.Foveated rendering[18]is a gaze-contingent multi-resolution rendering technique.By using eye trackers,this technique lowers image quality in the periphery (outside the fovea)to increase rendering performance.The image quality of the peripheral area can be improved by a radially progressive blur,post-process contrast enhancement,and temporal anti-aliasing[19]. NVIDIA multire solution shading [16]allows multiple scaled viewports in a single pass,and as a result,the edges of the screen distorted by warping and lens distortion can be rendered at reduced resolution without apparent loss of image quality.It can also be used for fixed foveated rendering[14].

    3 Z2tile traversal order

    In this section,we describe our novelZ2tile traversal order.The most important point of tile traversal orders is how much they increase spatial locality;if data from similar texture addresses are referenced again within a short period of time,there will be a high possibility of retaining the texture data in cache hierarchies.

    We observe that images of the left and right views in VR stereo rendering usually look similar as illustrated in Fig.1.This is because the same scene is rendered from two slightly different viewpoints.Therefore,if we are able to render two screen tiles in the left and right views in turn or simultaneously,this will increase cache locality.OurZ2traversal order utilizes this approach for VR stereo rendering.Apart from this difference,the traversal order in each view is fundamentally the same as theZorder curve.

    We introduce two different traversal orders as depicted in Fig.3:the left–right tile assignment version(Z2LRTA)and the simultaneous tile access version(Z2STA).Z2LRTA traverses the tiles in the left and right screens in turn.When multiple shader cores share an L2 cache,this traversal order can increase L2 cache hit rates by assigning different shader cores to the left and right screen tiles respectively.This traversal order can be simply implemented onZ-curve-order-based architectures without increase in hardware complexity.

    In contrast toZ2LRTA,Z2STA fetches two tiles,for left and right screens,simultaneously,so two triangle lists for the two tiles are passed to a single shader core.Next,triangles in the left and right triangle lists are rendered in turn;in other words,after a triangle in the left screen tile is rendered,a triangle in the right screen tile is rendered.If the two screen tiles consist of very similar triangles(e.g.,regions in the far distance),Z2STA can increase not only spatial locality but also temporal locality because there is a high possibility that the same triangle is fetched again as the two tiles are rendered.However,this traversal order has a disadvantage compared toZ2LRTA;Z2STA requires double-sized working sets to render two screen tiles concurrently.Thus,to supportZ2STA,the tile memory size needs to be doubled or the tile size needs to be halved.The former option can decrease area efficiency due to increased tile buffer size.However,the portion of a tile buffer in an entire GPU is usually small;for 128-bit per-pixel data and a tile size of 16×16,only a 4 KB tile buffer is needed per core[20].If we additionally consider a 32-bit depth/stencil buffer,the total tile buffer size is 5 KB.Even if the tile buffer size is larger to support multi-sampled anti-aliasing(MSAA)or large color formats,it is unlikely that a double-sized tile buffer makes a large increase in the entire GPU area.Of course,a smaller tile size is more practical because it does not require any additional area.However,smaller tile sizes may increase tiling overheads if there are many triangles in a scene.

    Fig.3 Traversal order examples for 32 tiles in VR stereo rendering(top)and tile assignment examples for the tiles using a two-core GPU(bottom).

    Note that bothZ2STA andZ2LRTA require the use of shader multi-view techniques and multiview extensions mentioned in Section 2.2.If a bruteforce approach using duplicated drawing calls is used,there is no clue how to obtain the geometry lists of the left and right views simultaneously.Thus,our traversal order can be enabled only if the tiling stage can sort all geometry for the left and right views together in a single frame.

    Fig.4 Simulation environment.

    4 Results and discussion

    4.1 Experimental setup

    We have builta texture-mapping simulation environment using Mesa 11.0.3[3]to verify the effectiveness ofZ2order–see Fig.4.When an OpenGL application with a VR library is executed,the Mesa OpenGL library is used.For software rendering,the Gallium Softpipe driver in Mesa is called instead of the actual GPU driver.Mesa as modified by us generates texture access traces,and our in-house hardware simulator uses the trace files to calculate statistics.

    We now give implementation details.As Mesa is a software OpenGL renderer based on immediate mode rendering,we may modify its texturing pipeline to emulate memory access patterns on tile-based GPU architectures. First,we make a 16×16 virtual grid because,usually,at least a size of 16×16 is used in modern tile-based GPUs(e.g.,ARM Mali).Next,we store texture addresses into the corresponding grid cells whenever texture accesses occur.As a result,each grid cell has texture addresses per tile per render pass per frame.After a frame is rendered,the texture trace files generated by traversing the tiles with the methods in Fig.3 are fed to our in-house hardware simulator in order to measure cache hit/miss rates,memory bandwidth requirements,and utilization of the texture mapping unit(TMU).Before performing a cache simulation,we set several parameters for the multi-level cache hierarchy,such as the cache size,cache block size,set associativity,and miss penalty for each cache memory.Cache hits and misses are accumulated during simulation.After simulation is finished,off-chip memory bandwidth requirements are calculated by multiplying average L2 miss rates by the L2 cache block size(the L2 cache is the last-level cache in our experiments).Cache replacements are based on the least recently used(LRU)policy and performed after the miss penalty cycles of each cache.Additionally,four consecutive memory accesses are amortized when bilinear filtering is enabled.

    In our TMU simulation,looping for the next chance technique[21]is adopted for hiding memory latency;when a cache miss occurs in a GPU thread,the thread is inactivated for the remaining pipeline stages,then the thread is reactivated when the thread is input to the first pipeline stage again in order to get the texel data from the cache.As described in Lee et al.[22],similar techniques are used in other commodity hardware as well.The miss penalty for L1 and L2 caches is 20 and 200 cycles,respectively.

    For hardware con figuration,we assume that two GPU shader cores share an L2 cache as illustrated in Fig.3.We believe this con figuration is reasonable because usually two to four GPU cores are connected with an L2 cache in modern tile-based GPUs(e.g.,Mali T600–T800 series and Power VR 6–7 series).The size of each L1 cache is set to 8 and 16 KB,and the L2 cache size is set to 128 and 256 KB.Additionally,both caches are con figured to have four-way set associativity with a 16-byte block size;as the size of compressed texture data is usually 8 or 16 bytes(e.g.,for DXTC,ETC,and ASTC),we set the cache block size to 16 bytes.

    4.2 Experimental results

    Our benchmark scenes are GFXBench[4]T-Rex,Crytek Sponza,and L-Bench[5]Sponza as depicted in Fig.1.For VR stereo rendering,we used the Oculus VR library with a 100-degree field-of-view(FOV).All prestored textures in the scenes were compressed by DXT1 with mipmaps.The screen resolution of each view is 960×1080.

    Table1 shows that our benchmark scenes have different characteristics in terms of texture complexity.First,the T-Rex scene has similar graphics quality to that found in modern mobile games;it consists of various types of objects with multiple rendering effects.Thus,texture accesses in the scene are balanced between general pre-stored static images and frame buffer-attachable dynamic images(e.g.,shadow maps).Second,Crytek Sponza is an improved,remodeled version of the original Sponza model. Compared to the original model,

    Table 1 Texture complexity of benchmark scenes

    Crytek Sponza has much more complex geometry and textures;in particular,most materials in the scene have two to four textures(diffuse,specular,alpha,and normal maps),so multi-texturing,which results in high static texture complexity,is necessary to render the scene.Third,the Sponza scene in L-Bench was designed to test shadow mapping performance;this scene has an additional moving hand object inside the Sponza palace for dynamic shadows,and the cascaded shadow mapping technique was implemented in the scene with a 4×2k texture array.To test the two extreme cases,we enabled and disabled shadow mapping.Without shadows,the scene requires only accesses to simple textures.In contrast,when we enable shadows,the majority of memory traffic is caused by accessing a large,uncompressed,non-mipmapped shadow map array because other texture data in the scene are relatively simple.Using the above four cases,we believe that our experimental setup covers a wide range of texture complexity.

    Table 2 summarizes the experimental results.It includes L1 cache miss rates,L2 cache miss rates,and TMU utilization. Figure 5 compares external memory bandwidth requirements of each tile traversal order.Note that the values in Fig.5 represent only bandwidth requirements for texture mapping because a tile traversal order is not directly related to off-chip memory bandwidth for fetching other types of data.

    The results in Table 2 and Fig.5 show that scene characteristics and cache con figurations put a different complexion on the effectiveness of our approach. Our approach is effective when mipmapping is properly accessed and many objects share identical textures.In this case,our approach can increase TMU utilization by up to 9.1%(Crytek Sponza)and can decrease memory traffic for texture mapping by up to 47.8%(L-Bench Sponza without shadows).If overall GPU performance is bounded by texture mapping performance in a texture-heavyscene,then we expect a similar rendering speedup to the increase in TMU utilization.However,if large uncompressed textures are mapped,then texels for the two tiles fetched together from the left and right screens belong to different cache blocks,as in the L-Bench Sponza with shadows scene.In this case,

    our approach does not show any advantages. If more effective rendering techniques,such as ASTC-compressed shadow maps[23],are used,we believe that memory traffic caused by shadow mapping(and other render-to-texture techniques)can be reduced,benefiting our approach.

    Table 2 Experimental results.The Z order curve(Morton),the Z2LRTA order,and the Z2STA order are compared in this table.Lower cache miss rates and higher TMU utilization are better results

    Fig.5 Bandwidth comparison for the traditional Z order curve(Morton),Z2LRTA order,and Z2STA order.Lower values are better.

    Even thoughZ2LRTA shows better results in some cases,Z2STA achieves higher TMU utilization and lower memory traffic on average.Z2LRTA andZ2STA increase TMU utilization by 3.8%and 4.1%on average,respectively. In terms of bandwidth requirements,Z2LRTA andZ2STA decrease memory traffic by 24.8%and 27.9%on average,respectively.

    4.3 Discussion

    The scenes used in Section 4.1 are rendered with forward shading; deferred shading with aG-buffer[24]has not been widely used on mobile 3D graphics applications due to its memory bandwidth problem. If our approach is used with deferred shading,its efficiency would be reduced compared to the forward shading case.Because a G-buffer is stored in multiple render targets(MRTs),the majority of memory traffic in deferred shading is usually caused by G-buffer accesses.In this case,the memory bandwidth reduction rate using our approach might be relatively low because our approach does not influence G-buffer accesses.In other words,because the G-buffers of the left and right views are stored at different memory addresses,we cannot use any coherence when accessing them even if the values of the two G-buffers are similar.Fortunately,this memory bandwidth problem for G-buffers can be alleviated with novel memory traffic reduction methods,such as pixel local storage[20].If such methods were supported in both the GPU and the VR application,we believe that our approach with deferred shading could achieve a similar level of efficiency to that with forward rendering.

    As mentioned in Section 3,our approach requires use of the multi-view extensions.Thus,if the extensions are used for other purposes in addition to VR rendering,our approach may negatively affect performance.For example,Martin et al.[23]recently presented an efficient cascaded shadow mapping algorithm using themultiview extension.In this case,ourZ2traversal order may show worse cache efficiency than the original traversal order when reading triangle data for each tile in the shadow casting stage because there is little coherence between the views. To avoid this situation,the GPU driver will need to cleverly detect each case by analyzing the related parameters;for instance,our traversal order can be used only if the number of views is two and the frame buffer object format is a combination of color and depth.

    The optimal tile traversal order in a scene with perfect coherence between left and right views will not generate any cache misses in rendering the right view.In this ideal case,the reduction in memory bandwidth requirement will be 50%.Because our simple interleaved tile traversal orders achieve a memory-bandwidth reduction of up to 47.8%in a common game-like scene,we believe that our approach is quite efficient.

    5 Conclusions and future work

    We have presented two variations of the traditionalZorder curve which are specially designed for VR stereo rendering.Z2LRTA traverses the left and right screen tiles in turn and is advantageous in terms of hardware complexity.Z2STA loads the two tiles simultaneously into a single shader core and can maximize cache locality.We built a simulation environment using Mesa to evaluate the proposed tile traversal order,and the experimental results show that both approaches can decrease cache miss rates and increase TMU utilization compared to the traditionalZorder curve.

    As future work,we would like to experiment more with different VR algorithms and hardware architectures.Disparity manipulation techniques for specific graphics effects(e.g.,gloss depiction[25])will affect coherence between left and right views,so we would like to analyze the effect of our approach in those cases. Additionally,we believe that our interleavedZ2traversal order can be used in not only rasterization GPUs but also ray-tracing GPUs.If camera rays are shot using theZorder curve in a ray tracer[21],our approach is applicable to use of the ray tracer for VR.

    Acknowledgements

    GFXBench T-Rex,Sponza,Crytek Sponza,and Hand are courtesy of Kishonti Ltd.,Marko Dabrovic,

    Crytek,and the Utah 3D Animation Repository,respectively. We used the Crytek Sponza scene modified by Dario Scarpa to fill a missing texture.Sam Martin gave us useful comments.We would like to appreciate the reviewers for their valuable comments.

    [1]Morton,G.M.A Computer Oriented Geodetic Data Base and a New Technique in File Sequencing.New York: International Business Machines Company,1966.

    [2]Hasselgren,J.;Akenine-M?ller,T.An efficient multiview rasterization architecture.In: Proceedings of the17th Eurographics Conference on Rendering Techniques,61–72,2006.

    [3]Paul,B.;Whitwell,K.The Mesa 3D graphics library version 11.0.3.2015.Available at http://www.mesa3d.org/.

    [4]Kishonti Informatics.GFXBench 4.0.2016.Available at https://gfxbench.com/.

    [5]Nah,J.-H.;Suh,Y.;Lim,Y.L-Bench:An Android benchmark set for low-power mobile GPUs.Computers&GraphicsVol.61,40–49,2016.

    [6]Nah,J.-H.;Lim,Y.;Ki,S.;Shin,C.Z2traversal order for VR stereo rendering on tile-based mobile GPUs.In:Proceedings of the SIGGRAPH ASIA 2016 Technical Briefs,Article No.6,2016.

    [7]Molnar,S.;Cox,M.;Ellsworth,D.;Fuchs,H.A sorting classification of parallel rendering.IEEE Computer Graphics and ApplicationsVol.14,No.4,23–32,1994.

    [8]Harris,P.The Mali GPU:An abstract machine,part 2—tile-based rendering.2014.Available at https://community.arm.com/graphics/b/blog/posts/the-maligpu-an-abstract-machine-part-2---tile-based-rendering.

    [9]Clarberg,P.;Toth,R.;Munkberg,J.A sort-based deferred shading architecture for decoupled sampling.ACM Transactions on GraphicsVol.32,No.4,Article No.141,2013.

    [10]Ellis,S.;Engh-Halstvedt,A.;Nystad,J.Graphics processing systems.US Patent 9122646 B2,2015.

    [11]Reed,N.;Sancho,D.VR Direct:How NVIDIA technology is improving the VR experience.In:Proceedings of the Game Developer Conference,2015.

    [12]Wilson,T.High performance stereo rendering for VR.In:Proceedings of the San Diego Virtual Reality Meetup,2015.Available at https://docs.google.com/presentation/d/19x9XDjUvkW9gsfsMQzt3hZbRNzi-VsoCEHOn4AercAc/mobilepresent?slide=id.p.

    [13]Johansson,M.Efficient stereoscopic rendering of building information models(BIM).Journal of Computer Graphics TechniquesVol.5,No.3,1–17,2016.

    [14]Vlachos,A.Advanced VR rendering performance.In:Proceedings of the Game Developer Conference,2016.

    [15]AMD.Virtual reality with AMD Liquid VRTM technology.2015.Available at http://www.amd.com/enus/innovations/software-technologies/technologiesgaming/vr.

    [16]NVIDIA.NVIDIAR○VR WorksTM.2016.Available at https://developer.nvidia.com/vrworks.

    [17]Vlachos,A.Advanced VR rendering.In:Proceedings of the Game Developer Conference,2015.

    [18]Guenter,B.;Finch,M.;Drucker,S.;Tan,D.;Snyder,J.Foveated 3D graphics.ACM Transactions on GraphicsVol.31,No.6,Article No.164,2012.

    [19]Patney,A.;Salvi,M.;Kim,J.;Kaplanyan,A.;Wyman,C.;Benty,N.;Luebke,D.;Lefohn,A.Towards foveated rendering for gaze-tracked virtual reality.ACM Transactions on GraphicsVol.35,No.6,Article No.179,2016.

    [20]Bj?rge,M.;Martin,S.;Kakarlapudi,S.;Fredriksen,J.-H.Efficient rendering with tile local storage.In:Proceedings of the ACM SIGGRAPH 2014 Talks,Article No.51,2014.

    [21]Nah,J.-H.;Kwon,H.-J.;Kim,D.-S.;Jeong,C.-H.;Park,J.;Han,T.-D.;Manocha,D.;Park,W.-C.RayCore:A ray-tracing hardware architecture for mobile devices.ACM Transactions on GraphicsVol.33,No.5,Article No.162,2014.

    [22]Lee,W.-J.;Shin,Y.;Hwang,S.J.;Kang,S.;Yoo,J.-J.;Ryu,S.Reorder buffer:An energy-efficient multithreading architecture for hardware MIMD ray traversal.In:Proceedings of the 7th Conference on High-Performance Graphics,21–32,2015.

    [23]Martin,S.;Garrard,A.;Gruber,A.;Bjorge,M.;Zioma,R.;Benge,S.;Nummelin,N.Moving mobile graphics.In:Proceedings of the ACM SIGGRAPH 2015 Courses,Article No.18,2015.

    [24]Saito,T.;Takahashi,T.Comprehensible rendering of 3-D shapes.ACM SIGGRAPH Computer GraphicsVol.24,No.4,197–206,1990.

    [25]Templin,K.;Didyk,P.;Ritschel,T.;Myszkowski,K.;Seidel,H.-P.Highlight microdisparity for improved gloss depiction.ACM Transactions on GraphicsVol.31,No.4,Article No.92,2012.

    1 LG Electronics,19,Yangjae-daero 11-gil,Seocho-gu,Seoul,Republic of Korea.E-mail:J.-H.Nah,nahjaeho@gmail.com;Y.Lim,postrain70@gmail.com();S.Ki,sunho.ki@lge.com;C.Shin,chulho.shin@lge.com.

    2017-04-11;accepted:2017-07-12

    Jae-Ho Nahreceived his B.S.,M.S.,and Ph.D.degrees from the Department of Computer Science,Yonsei University in 2005,2007,and 2012,respectively.Currently, he is a senior research engineer at LG Electronics.His research interests include ray tracing,rendering algorithms,and graphics hardware.

    YeongkyuLimreceived his B.S.degree from Kyungpook National University in 1997 and his M.S.degree from the Department of Computer Science,Korea University in 1999.In 2013,he received his Ph.D.degree from the Department of Computer Science,Yonsei University,Seoul,Republic of Korea.He has worked at LG Electronics since 1999.His research areas are embedded systems,HCI,and mobile GPU architectures and computing.

    Sunho Kiis a senior research engineer at LG Electronics.He received his B.S.and M.S.degrees from the Department of Electronic and Electrical Engineering,Hongik University in 2007 and 2009,respectively.His main research interest is in GPU/SoC architectures and rendering algorithms.con figuration optimization for SoCs, performance estimation,and high-performance VLSI implementation.

    Open AccessThe articles published in this journal are distributed under the terms of the Creative Commons Attribution 4.0 International License(http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use,distribution,and reproduction in any medium,provided you give appropriate credit to the original author(s)and the source,provide a link to the Creative Commons license,and indicate if changes were made.

    Other papers from this open access journal are available free of charge from http://www.springer.com/journal/41095.To submit a manuscript,please go to https://www.editorialmanager.com/cvmj.

    ChulhoShinis are search fellow at LG Electronics. He received his M.S.and Ph.D.degrees in computer engineering from the University of Southern California. He received his B.S.degree from the Department of Electronic Engineering, Yonsei University.His main research interests include computing platform architectures for low power SoCs,low power CPU and GPU architectures,automated

    亚洲色图 男人天堂 中文字幕| 丁香六月欧美| 国产精品1区2区在线观看.| 久久久久久人人人人人| 他把我摸到了高潮在线观看| 亚洲欧美一区二区三区黑人| 精品无人区乱码1区二区| 国产精品一区二区免费欧美| 日本成人三级电影网站| 亚洲激情在线av| cao死你这个sao货| www.精华液| 免费在线观看视频国产中文字幕亚洲| 在线视频色国产色| 搡老妇女老女人老熟妇| e午夜精品久久久久久久| 一区二区三区国产精品乱码| 久久欧美精品欧美久久欧美| 黑丝袜美女国产一区| 日韩有码中文字幕| 中文字幕高清在线视频| 99国产极品粉嫩在线观看| 国产精品九九99| 最近在线观看免费完整版| 黑人欧美特级aaaaaa片| 亚洲中文字幕日韩| 欧美黄色片欧美黄色片| 欧美色视频一区免费| xxx96com| 亚洲国产欧美日韩在线播放| 少妇的丰满在线观看| 看免费av毛片| 嫩草影视91久久| 国产午夜精品久久久久久| 后天国语完整版免费观看| 正在播放国产对白刺激| 麻豆成人av在线观看| 美女午夜性视频免费| 亚洲av第一区精品v没综合| 夜夜夜夜夜久久久久| 亚洲午夜理论影院| 亚洲欧美日韩无卡精品| 亚洲av熟女| 国产v大片淫在线免费观看| 欧美 亚洲 国产 日韩一| 最好的美女福利视频网| 亚洲男人天堂网一区| 一个人免费在线观看的高清视频| 亚洲精华国产精华精| 亚洲精品中文字幕一二三四区| 国产亚洲精品久久久久5区| 成人午夜高清在线视频 | 一本综合久久免费| 日韩精品中文字幕看吧| 久久久久久免费高清国产稀缺| 男人舔奶头视频| 一级a爱片免费观看的视频| 每晚都被弄得嗷嗷叫到高潮| 妹子高潮喷水视频| 人人妻人人澡欧美一区二区| 国产精品久久久久久亚洲av鲁大| 精品久久久久久,| 色哟哟哟哟哟哟| 欧美 亚洲 国产 日韩一| 一边摸一边做爽爽视频免费| 大型黄色视频在线免费观看| 亚洲av成人不卡在线观看播放网| 制服诱惑二区| av视频在线观看入口| 日本 欧美在线| 日日干狠狠操夜夜爽| 99在线视频只有这里精品首页| x7x7x7水蜜桃| 亚洲av电影不卡..在线观看| 欧美中文综合在线视频| 一级毛片高清免费大全| 不卡av一区二区三区| 精品国产超薄肉色丝袜足j| 2021天堂中文幕一二区在线观 | a在线观看视频网站| 性欧美人与动物交配| 久久久久久久久免费视频了| 女性被躁到高潮视频| 午夜福利欧美成人| 大香蕉久久成人网| 午夜免费鲁丝| 国产三级在线视频| 亚洲欧美一区二区三区黑人| 91大片在线观看| 精品国产超薄肉色丝袜足j| 亚洲熟妇中文字幕五十中出| 非洲黑人性xxxx精品又粗又长| 99久久99久久久精品蜜桃| 男女午夜视频在线观看| 国产成人精品无人区| √禁漫天堂资源中文www| 亚洲五月色婷婷综合| 国产精品,欧美在线| 欧美乱妇无乱码| 亚洲精品av麻豆狂野| 成人国产一区最新在线观看| 亚洲七黄色美女视频| 午夜久久久在线观看| 侵犯人妻中文字幕一二三四区| 国产一卡二卡三卡精品| 国产真实乱freesex| 波多野结衣巨乳人妻| 2021天堂中文幕一二区在线观 | 精品国产亚洲在线| 亚洲人成77777在线视频| 性欧美人与动物交配| 成人国产综合亚洲| 十八禁网站免费在线| 日韩有码中文字幕| 国产精品国产高清国产av| 国产av一区二区精品久久| 国产精华一区二区三区| 韩国av一区二区三区四区| 美女免费视频网站| 一本一本综合久久| 熟妇人妻久久中文字幕3abv| 亚洲成人国产一区在线观看| 久久这里只有精品19| 国产精品亚洲美女久久久| 国产又色又爽无遮挡免费看| 成年人黄色毛片网站| 国产激情偷乱视频一区二区| 啦啦啦免费观看视频1| 中亚洲国语对白在线视频| 亚洲人成网站高清观看| 午夜影院日韩av| 69av精品久久久久久| 日韩欧美国产在线观看| 日韩欧美国产一区二区入口| 亚洲国产欧美一区二区综合| 可以在线观看毛片的网站| 国产男靠女视频免费网站| 欧美成人性av电影在线观看| 精品国产乱子伦一区二区三区| 久久久久亚洲av毛片大全| 久久精品国产亚洲av高清一级| www.精华液| 久久久久久免费高清国产稀缺| 欧美性猛交黑人性爽| 可以免费在线观看a视频的电影网站| 老司机在亚洲福利影院| 国产三级黄色录像| 亚洲欧美精品综合久久99| 侵犯人妻中文字幕一二三四区| 久久精品影院6| 欧美色欧美亚洲另类二区| 国产精品国产高清国产av| 久久久久久久久久黄片| 久久这里只有精品19| 亚洲一区中文字幕在线| av有码第一页| 成熟少妇高潮喷水视频| 国产精品综合久久久久久久免费| 亚洲aⅴ乱码一区二区在线播放 | 亚洲中文字幕一区二区三区有码在线看 | 欧美最黄视频在线播放免费| 国产亚洲精品第一综合不卡| 国产精华一区二区三区| 国产亚洲精品一区二区www| 亚洲片人在线观看| 国内精品久久久久久久电影| 熟女电影av网| 天堂√8在线中文| 狠狠狠狠99中文字幕| 国产亚洲精品久久久久久毛片| 黄色成人免费大全| 国产亚洲精品第一综合不卡| 国产精品久久久久久精品电影 | 桃色一区二区三区在线观看| 亚洲人成网站高清观看| 久久香蕉精品热| 亚洲 欧美 日韩 在线 免费| 在线播放国产精品三级| 国产成人av激情在线播放| 亚洲午夜精品一区,二区,三区| 国产精品综合久久久久久久免费| 免费av毛片视频| 中文在线观看免费www的网站 | 国产亚洲精品一区二区www| 久久久久久九九精品二区国产 | 精品久久久久久久毛片微露脸| 麻豆国产av国片精品| 制服人妻中文乱码| 超碰成人久久| 91字幕亚洲| 亚洲成av片中文字幕在线观看| 狠狠狠狠99中文字幕| 在线看三级毛片| 人人妻人人看人人澡| 午夜视频精品福利| 亚洲精品色激情综合| 亚洲五月婷婷丁香| 国产在线精品亚洲第一网站| 不卡av一区二区三区| 欧美av亚洲av综合av国产av| 19禁男女啪啪无遮挡网站| 亚洲色图 男人天堂 中文字幕| 成人亚洲精品av一区二区| 一本综合久久免费| 亚洲成人久久性| 久久精品夜夜夜夜夜久久蜜豆 | 波多野结衣高清无吗| 国产精品一区二区三区四区久久 | 国产97色在线日韩免费| 看片在线看免费视频| 老司机靠b影院| 香蕉av资源在线| 国产精品 国内视频| 国产单亲对白刺激| 一本综合久久免费| 国产高清激情床上av| 一级作爱视频免费观看| 国产精品一区二区精品视频观看| 国产av不卡久久| 久久精品国产99精品国产亚洲性色| 亚洲成人免费电影在线观看| 亚洲欧美一区二区三区黑人| 男男h啪啪无遮挡| av欧美777| 一级作爱视频免费观看| 国产亚洲av高清不卡| 日韩视频一区二区在线观看| 亚洲人成网站高清观看| 亚洲精品久久成人aⅴ小说| av福利片在线| 亚洲国产精品合色在线| 国产精品爽爽va在线观看网站 | 亚洲av成人不卡在线观看播放网| 日韩高清综合在线| 搡老熟女国产l中国老女人| 久久天堂一区二区三区四区| www国产在线视频色| 久久久久久免费高清国产稀缺| 制服丝袜大香蕉在线| 精品第一国产精品| 久热这里只有精品99| 99久久国产精品久久久| 国产精品免费视频内射| 欧美成人性av电影在线观看| 在线国产一区二区在线| 美女高潮喷水抽搐中文字幕| 亚洲国产中文字幕在线视频| 女人高潮潮喷娇喘18禁视频| 久久香蕉激情| 曰老女人黄片| 免费看美女性在线毛片视频| 国产在线精品亚洲第一网站| 久热这里只有精品99| 亚洲成a人片在线一区二区| 动漫黄色视频在线观看| 午夜福利在线观看吧| 久久久久免费精品人妻一区二区 | 色尼玛亚洲综合影院| av中文乱码字幕在线| 给我免费播放毛片高清在线观看| 精品少妇一区二区三区视频日本电影| 满18在线观看网站| 亚洲专区字幕在线| 国产午夜精品久久久久久| 黄色丝袜av网址大全| 天天躁狠狠躁夜夜躁狠狠躁| 国产成人一区二区三区免费视频网站| 亚洲国产欧美日韩在线播放| 欧美成狂野欧美在线观看| 美女国产高潮福利片在线看| 免费女性裸体啪啪无遮挡网站| 中文字幕av电影在线播放| 他把我摸到了高潮在线观看| 欧美中文综合在线视频| 午夜福利欧美成人| 婷婷丁香在线五月| 91成人精品电影| 最近在线观看免费完整版| 国产精品1区2区在线观看.| 制服丝袜大香蕉在线| 麻豆一二三区av精品| 久久中文看片网| 成熟少妇高潮喷水视频| 搡老岳熟女国产| x7x7x7水蜜桃| 久久欧美精品欧美久久欧美| 99久久国产精品久久久| 国产精品综合久久久久久久免费| 免费观看人在逋| 午夜激情福利司机影院| 性色av乱码一区二区三区2| 欧美一级毛片孕妇| 欧美国产精品va在线观看不卡| 美女午夜性视频免费| 国产伦人伦偷精品视频| 久久精品国产99精品国产亚洲性色| 在线十欧美十亚洲十日本专区| 久久久国产欧美日韩av| 中文字幕另类日韩欧美亚洲嫩草| 欧美一级毛片孕妇| 午夜激情av网站| 长腿黑丝高跟| 国产日本99.免费观看| 韩国av一区二区三区四区| 亚洲自拍偷在线| 久久精品国产亚洲av高清一级| 国产激情久久老熟女| 久久婷婷成人综合色麻豆| 视频区欧美日本亚洲| 亚洲一区高清亚洲精品| 亚洲一区中文字幕在线| 男女做爰动态图高潮gif福利片| 欧美色视频一区免费| 好看av亚洲va欧美ⅴa在| 亚洲国产毛片av蜜桃av| 免费观看人在逋| 天堂影院成人在线观看| 麻豆久久精品国产亚洲av| 国产精品九九99| 日韩一卡2卡3卡4卡2021年| 91九色精品人成在线观看| 欧美黑人精品巨大| 久久久久九九精品影院| 人人妻人人看人人澡| 非洲黑人性xxxx精品又粗又长| 欧美国产精品va在线观看不卡| 91成人精品电影| 日日干狠狠操夜夜爽| 亚洲在线自拍视频| 国产精品久久久av美女十八| 国产亚洲av嫩草精品影院| 国产精品电影一区二区三区| 人人妻人人澡欧美一区二区| 国产伦人伦偷精品视频| 亚洲男人的天堂狠狠| 国产精品一区二区精品视频观看| 国产午夜精品久久久久久| 国产成人一区二区三区免费视频网站| 国产精品国产高清国产av| 欧美黄色片欧美黄色片| 很黄的视频免费| 精品不卡国产一区二区三区| 亚洲久久久国产精品| 在线av久久热| 国产视频一区二区在线看| 久久久久久国产a免费观看| 成年免费大片在线观看| 一二三四在线观看免费中文在| 日本a在线网址| 国产伦一二天堂av在线观看| 精品免费久久久久久久清纯| 中文字幕高清在线视频| 精品久久久久久久毛片微露脸| 麻豆一二三区av精品| 国产精品九九99| 中文字幕av电影在线播放| 99在线人妻在线中文字幕| 一级毛片女人18水好多| 国产一区二区在线av高清观看| 欧美最黄视频在线播放免费| 色综合站精品国产| 精品国产国语对白av| 久久久久久大精品| 搡老熟女国产l中国老女人| 国产一区二区三区在线臀色熟女| 黑人操中国人逼视频| 日韩视频一区二区在线观看| 亚洲专区字幕在线| 国产成人精品无人区| 成人国产综合亚洲| 久久精品成人免费网站| 精品一区二区三区视频在线观看免费| 久久午夜亚洲精品久久| 国产高清视频在线播放一区| 精品一区二区三区四区五区乱码| 久久久国产欧美日韩av| 人妻久久中文字幕网| 国产又爽黄色视频| 午夜成年电影在线免费观看| 亚洲自偷自拍图片 自拍| АⅤ资源中文在线天堂| 一级毛片高清免费大全| 亚洲九九香蕉| 欧美激情久久久久久爽电影| 久久精品91无色码中文字幕| 欧美三级亚洲精品| 操出白浆在线播放| 亚洲精品在线观看二区| 亚洲成国产人片在线观看| 波多野结衣av一区二区av| 欧美中文日本在线观看视频| 在线观看一区二区三区| 国产人伦9x9x在线观看| 日本精品一区二区三区蜜桃| 黄色毛片三级朝国网站| 国产精品精品国产色婷婷| 成人永久免费在线观看视频| 人成视频在线观看免费观看| 一级黄色大片毛片| 久久九九热精品免费| 精品国产亚洲在线| 黄色片一级片一级黄色片| 亚洲国产欧美日韩在线播放| 这个男人来自地球电影免费观看| 搞女人的毛片| 91麻豆精品激情在线观看国产| 国产视频内射| 欧美三级亚洲精品| 黄色视频,在线免费观看| 级片在线观看| 免费看a级黄色片| 成人手机av| 国产乱人伦免费视频| 国产精品av久久久久免费| 淫妇啪啪啪对白视频| 男女下面进入的视频免费午夜 | 久久久久国内视频| 国产精品亚洲美女久久久| 88av欧美| 99久久综合精品五月天人人| 精品一区二区三区视频在线观看免费| 亚洲成人国产一区在线观看| 狂野欧美激情性xxxx| 久热爱精品视频在线9| 亚洲成人国产一区在线观看| 婷婷丁香在线五月| 国产精品久久久久久亚洲av鲁大| 欧美色视频一区免费| 久久国产精品影院| 亚洲一码二码三码区别大吗| 黑人操中国人逼视频| 亚洲精品美女久久av网站| 高清在线国产一区| 亚洲激情在线av| 国产在线精品亚洲第一网站| 亚洲av日韩精品久久久久久密| 99热这里只有精品一区 | 18禁黄网站禁片午夜丰满| 国语自产精品视频在线第100页| 国内毛片毛片毛片毛片毛片| 日日摸夜夜添夜夜添小说| 久久中文看片网| 久久久久精品国产欧美久久久| 少妇被粗大的猛进出69影院| 午夜久久久在线观看| 久久精品夜夜夜夜夜久久蜜豆 | tocl精华| 日本成人三级电影网站| 欧美zozozo另类| 熟妇人妻久久中文字幕3abv| 亚洲狠狠婷婷综合久久图片| 亚洲 欧美一区二区三区| 亚洲精品色激情综合| 国产人伦9x9x在线观看| 日韩精品免费视频一区二区三区| 十分钟在线观看高清视频www| 亚洲专区中文字幕在线| 麻豆国产av国片精品| 亚洲中文字幕一区二区三区有码在线看 | 十八禁人妻一区二区| 精品高清国产在线一区| 国产精品,欧美在线| 亚洲国产中文字幕在线视频| 精华霜和精华液先用哪个| av片东京热男人的天堂| 国内少妇人妻偷人精品xxx网站 | av在线播放免费不卡| 久久久久久亚洲精品国产蜜桃av| av中文乱码字幕在线| 久久精品国产综合久久久| 精品乱码久久久久久99久播| 国产精品 欧美亚洲| 午夜福利欧美成人| 欧美一级毛片孕妇| 亚洲自拍偷在线| 桃色一区二区三区在线观看| 日韩欧美国产一区二区入口| 免费在线观看黄色视频的| 日韩欧美 国产精品| 欧美成狂野欧美在线观看| 成人特级黄色片久久久久久久| 精品日产1卡2卡| 人人妻,人人澡人人爽秒播| xxxwww97欧美| 午夜影院日韩av| 欧美成人免费av一区二区三区| 亚洲国产看品久久| 一卡2卡三卡四卡精品乱码亚洲| 欧美在线黄色| 精品午夜福利视频在线观看一区| 韩国av一区二区三区四区| 久久久久亚洲av毛片大全| 丝袜人妻中文字幕| 日韩精品中文字幕看吧| 狠狠狠狠99中文字幕| 久久精品91无色码中文字幕| 香蕉久久夜色| 久久久精品欧美日韩精品| 午夜免费鲁丝| www.999成人在线观看| 黄色丝袜av网址大全| 久久亚洲精品不卡| 美女扒开内裤让男人捅视频| 美女午夜性视频免费| 亚洲男人的天堂狠狠| 国产精品久久久人人做人人爽| 日本在线视频免费播放| 一区二区日韩欧美中文字幕| 日本三级黄在线观看| 草草在线视频免费看| 亚洲男人的天堂狠狠| 少妇被粗大的猛进出69影院| 欧美一级毛片孕妇| 国产免费av片在线观看野外av| 亚洲精品av麻豆狂野| 满18在线观看网站| 少妇粗大呻吟视频| 欧美日韩亚洲国产一区二区在线观看| 亚洲熟妇熟女久久| 欧美精品啪啪一区二区三区| 欧美色视频一区免费| 美女免费视频网站| 脱女人内裤的视频| av视频在线观看入口| 免费在线观看影片大全网站| 亚洲第一欧美日韩一区二区三区| 国产精品一区二区三区四区久久 | 丁香欧美五月| 国内精品久久久久精免费| 一夜夜www| 国产99白浆流出| 首页视频小说图片口味搜索| 99热只有精品国产| 欧美 亚洲 国产 日韩一| 午夜精品在线福利| 搡老岳熟女国产| 精品国产乱子伦一区二区三区| 51午夜福利影视在线观看| 999精品在线视频| 欧美成人免费av一区二区三区| 久久精品影院6| 亚洲一区中文字幕在线| 日本一区二区免费在线视频| 婷婷六月久久综合丁香| 免费一级毛片在线播放高清视频| 久久亚洲真实| 久久久久亚洲av毛片大全| 一本精品99久久精品77| 制服丝袜大香蕉在线| 999精品在线视频| 成人三级做爰电影| 日韩三级视频一区二区三区| 手机成人av网站| 18禁黄网站禁片午夜丰满| 国产av一区二区精品久久| 亚洲国产欧美网| 桃红色精品国产亚洲av| 亚洲国产精品sss在线观看| 人妻丰满熟妇av一区二区三区| 亚洲七黄色美女视频| 国产精品综合久久久久久久免费| 法律面前人人平等表现在哪些方面| 亚洲av日韩精品久久久久久密| 少妇 在线观看| av片东京热男人的天堂| 亚洲成av片中文字幕在线观看| www日本在线高清视频| 麻豆成人午夜福利视频| 日韩欧美一区视频在线观看| 国产成人精品久久二区二区免费| 久久久久九九精品影院| 亚洲第一av免费看| 日日爽夜夜爽网站| 免费看十八禁软件| 午夜福利18| 亚洲人成网站高清观看| 69av精品久久久久久| 久久欧美精品欧美久久欧美| 91大片在线观看| 琪琪午夜伦伦电影理论片6080| 久久精品亚洲精品国产色婷小说| 久久久久国内视频| 搡老岳熟女国产| 久久国产亚洲av麻豆专区| 国产成人影院久久av| 国产成人系列免费观看| 免费一级毛片在线播放高清视频| 丝袜人妻中文字幕| 97人妻精品一区二区三区麻豆 | 日本精品一区二区三区蜜桃| 曰老女人黄片| xxxwww97欧美| 国产av不卡久久| 久久国产精品影院| 免费看日本二区| 女生性感内裤真人,穿戴方法视频| 黄色成人免费大全| 亚洲一区高清亚洲精品| 黄色视频不卡| 午夜两性在线视频| 成熟少妇高潮喷水视频| 亚洲狠狠婷婷综合久久图片| 亚洲一区二区三区色噜噜| 国产精品 欧美亚洲| 少妇裸体淫交视频免费看高清 | 午夜a级毛片| 91在线观看av| 久久久国产成人免费| 在线永久观看黄色视频| 两性午夜刺激爽爽歪歪视频在线观看 | 非洲黑人性xxxx精品又粗又长| 深夜精品福利| 成人国产综合亚洲| 国产亚洲欧美98| 美女高潮到喷水免费观看|