1. 2 -based workload estimation for mobile 3d graphics bren mochocki*, kanishka lahiri*, srihari...
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2
-Based Workload
Estimation for Mobile 3D Graphics
Bren Mochocki*†, Kanishka Lahiri*, Srihari Cadambi*, Xiaobo Sharon Hu†
*NEC Laboratories America, †University of Notre Dame
DAC 2006
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Mobile Graphics Technology
2000 2001 2002 2003 2004 2005 2006 2007
Basic 3D
Graphics Technology
Video clips
Advanced 3D
1997
2D color
Time
Increasing resource load • Performance (Speed)• Lifetime (Energy)
4
Meeting Performance/Lifetime Requirements
System - Level Optimizations
Graphics Algorithms
Hardware Solutions
Tack, 04• LoD control for mobile terminals
Kameyama, 03• low-power 3D ASIC
Woo, 04• low-power 3D ASIC
Akenine-Moller, 03• Texture compression for mobile terminalsMochocki, Lahiri, Cadambi, 06
• DVFS for mobile 3D graphics
Accurate workload prediction is critical
Gu, Chakraborty, Ooi, 06• Games are up for DVFS
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Mobile 3D Workload Estimation
Why? Adapt architectural parameters Adapt application parameters Better on-line resource management
Desirable properties Speed – must be performed on-line Accuracy Compact
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Workload-Estimation Spectrum
General purpose history-based predictors provide poor prediction accuracy for rapidly changing workloads
Highly accurate analytical schemes are too complex for use at run time
General Purpose
SimplicitySimplicity
Application specific
AccuracyAccuracy
History-Based Predictors
Analytical Predictors
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Workload-Estimation Spectrum
Uses combination of history and application-specific parameters (the signature) to predict future workload
Strikes a balance between simplicity and accuracy
Preserves both cause AND effect
Preserves substantial history
General Purpose
SimplicitySimplicity
Application specific
AccuracyAccuracy
Signature-Based Predictor
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Outline
Introduction and Motivation
Background 3D-pipeline Basics Challenges in workload Estimation
Signature-Based Workload Prediction
Experimental Results
Conclusions
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3D Pipeline Basics
3D representation 2D image
World View Camera View Raster View Frame Buffer
Geometry Setup Rendering
• Transformations• Lighting
• Clipping• Scan-line conversion
• Pixel rendering• Texturing
Texturing
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Workload Across Applications
Workload varies significantly between applications
Prediction scheme must be flexible
RoomRevTexCube
0
2
4
6
8
10
12
Ex
ec
uti
on
Cy
cle
s (
AR
M,
x1
07 )
Benchmark
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Workload Within an ApplicationWorkload can change rapidly between frames
0
1
2
3
4
5
6
1 16 31 46 61 76 91 106 121 136 151 166 181 196
Ex
ecu
tio
n C
yc
les
(A
RM
, x10
7)
Frame
geometry
render
setup
Race
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Outline
Introduction and Motivation
Background
Signature-Based Workload Prediction Signature Generation Method Overview Pipeline Modifications
Experimental Results
Conclusions
13
Example
SignatureTable
ApplicationFrame Buffer
Workload Prediction
Signature Workload
<6, 2.5> 1.0e4extract
signaturemeasureworkload
Default
endframe
extract
Signature: <vertex count, avg. area>
3D Pipeline3D Pipeline
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Example
SignatureTable
ApplicationFrame Buffer
Workload Prediction
Signature Workload
<6, 2.5>
<6, 2.5> 1.0e4extract
signaturemeasureworkload
1.0e41.0e4
endframe
extract
3D Pipeline3D Pipeline
Signature: <vertex count, avg. area>
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Example
SignatureTable
ApplicationFrame Buffer
Workload Prediction
Signature Workload
<6, 2.5>
<6, 2.5> 1.2e4extract
signaturemeasureworkload
1.0e41.0e4
endframe
extractNo overlap (render all pixels)
3D Pipeline3D Pipeline
Signature: <vertex count, avg. area>
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TransformTransformTransformTransformClippingClippingClippingClipping
LightingLightingLightingLighting Scan-lineScan-lineconversionconversion
Scan-lineScan-lineconversionconversion
Per-pixelPer-pixelOperationsOperations
Per-pixelPer-pixelOperationsOperationsLightingLighting Scan-line
conversion
Scan-lineconversion
Per-pixelOperations
Per-pixelOperationsTransformTransform ClippingClipping
ApplicationApplicationApplicationApplicationDisplayDisplayDisplayDisplay
Partitioning the 3D pipeline
GEOMETRY SETUP RENDER
ApplicationApplicationApplicationApplicationDisplayDisplayDisplayDisplay
• Generally small workload• Provides necessary signature elements
Bulk of 3D workload
Transform+
Clipping
Transform+
ClippingScan-line
conversion
Scan-lineconversion
Per-pixelOperations
Per-pixelOperationsLightingLightingBufferBuffer
ORIGINAL
PARTITIONED
Pre-Buffer Post Buffer
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Pipeline Workload
Pre-buffer workload is less than 10% of the total workload
Pre-buffer variation is small
Post-buffer workload is large with significant variation
post-bufferpre-buffer
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Signature Composition
Can vary by application
May include:1. Average Triangle Area2. Average Triangle Height3. Total vertex count4. Lit vertex count5. Number of lights6. Any measurable parameter
Larger signatures more accurate
Smaller signatures less time & space
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Outline
Introduction & Background
Experimental Framework
Signature-Based Workload Prediction
Experimental Results Evaluation Framework Signature length vs. accuracy Frame Rate Energy
Conclusions
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Architectural View
Programmable 3D Graphics
Engine
Frame Buffer
Performance counter
Memory
Applications Processor
System-level Communication Architecture
Prog. Voltage Regulator
Prog. PLL
V, F
• buffer• signature table
• pre-buffer• signature extraction
post-buffer
output
measure workload
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Evaluation FrameworkOpenGL/ES library Instrumented withpipeline stage triggers
Hans-Martin WillFast, cycle-accurateSimulation
W. Qin
Trace simulator of mobile 3D pipeline
OpenGL/ES 1.0 3D – application
3D pipeline Performance/power
Simit-ARM
Cross CompilerARM — g++
Trace Simulator
Triangle,Instruction, &Trigger traces
Workload predictionscheme
3D application
Vincent
ProcessorEnergy Model
Architecture Model
Simulation output
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Workload AccuracyA
ve
rag
e E
rro
r (n
orm
aliz
ed
)
<a>2 bytes
<a,b>6 bytes
<a,b,c>10 bytes
<a,b,c,d>14 bytes
Signature Complexity
> 2 fps error at peaks
Peaks < 1 fps
<a> triangle count, <b> avg. area, <c> avg. height, <d> vertex count
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Frame Rate
High peaks result in wasted energy
Low valleys result in poor visual quality
Ta
rge
t
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Workload prediction for DVFS
Before DVFS DVFS using signature-based workload Prediction
32% energy reduction
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Outline
Introduction & Background
Experimental Framework
Signature-Based Workload Prediction
Experimental Results
Conclusions
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Conclusions
Accurate 3D workload prediction critical for mobile platforms.
Proposed signature-based method Outperforms conventional history methods Trade accuracy for time & space
Can be used to meet real time constraints and conserve energy.
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Future Work
Automatic selection of signature elements
More sophisticated data structures for signature storage
Faster comparison and replacement algorithms
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-Based Workload
Estimation for Mobile 3D Graphics
Bren Mochocki*†, Kanishka Lahiri*, Srihari Cadambi*, Xiaobo Sharon Hu†
*NEC Laboratories America, †University of Notre Dame
DAC 2006
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