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Martí Anglada
dblp:190/5132
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8ranked-venue papers
5as first author
4since 2021 · last 2022
0000-0002-1204-1841ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 7 · 5 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Triangle Dropping: An Occluded-geometry Predictor for Energy-efficient Mobile GPUsabstractThis article proposes a novel micro-architecture approach for mobile GPUs aimed at early removing the occluded geometry in a scene by leveraging frame-to-frame coherence, thus reducing the overall energy consumption. Mobile GPUs commonly implement a Tile-Based Rendering (TBR) architecture that differentiates two main phases: the Geometry Pipeline , where all the geometry of a scene is processed; and the Raster Pipeline , where primitives are rendered in a framebuffer. After the Geometry Pipeline, only non-culled primitives inside the camera’s frustum are stored into the Parameter Buffer , a data structure stored in DRAM. However, among the non-culled primitives there is a significant amount that are rendered but non-visible at all , resulting in useless computations. On average, 60% of those primitives are completely occluded in our benchmarks. Despite TBR architectures use on-chip caches for the Parameter Buffer, about 46% of the DRAM traffic still comes from accesses to such buffer. The proposed Triangle Dropping technique leverages the visibility information computed along the Raster Pipeline to predict the primitives’ visibility in the next frame to early discard those that will be totally occluded, drastically reducing Parameter Buffer accesses. On average, our approach achieves overall 14.5% energy savings, 28.2% energy-delay product savings, and a speedup of 20.2%. David Corbalán-Navarro, Juan L. Aragón, Martí Anglada, Joan-Manuel Parcerisa, Antonio González 0001 |
ACM Trans. Archit. Code Optim. | 3 |
| 2022 | Dynamic sampling rate: harnessing frame coherence in graphics applications for energy-efficient GPUsabstractIn real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the screen. They are discretized by sampling each triangle at regular space intervals to generate fragments which are then added texture and lighting effects by a shader program. Realistic scenes require detailed geometric models, complex shaders, high-resolution displays and high screen refreshing rates, which all come at a great compute time and energy cost. This cost is often dominated by the fragment shader, which runs for each sampled fragment. Conventional GPUs sample the triangles once per pixel; however, there are many screen regions containing low variation that produce identical fragments and could be sampled at lower than pixel-rate with no loss in quality. Additionally, as temporal frame coherence makes consecutive frames very similar, such variations are usually maintained from frame to frame. This work proposes Dynamic Sampling Rate (DSR), a novel hardware mechanism to reduce redundancy and improve the energy efficiency in graphics applications. DSR analyzes the spatial frequencies of the scene once it has been rendered. Then, it leverages the temporal coherence in consecutive frames to decide, for each region of the screen, the lowest sampling rate to employ in the next frame that maintains image quality. We evaluate the performance of a state-of-the-art mobile GPU architecture extended with DSR for a wide variety of applications. Experimental results show that DSR is able to remove most of the redundancy inherent in the color computations at fragment granularity, which brings average speedups of 1.68x and energy savings of 40%. Martí Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Juan L. Aragón, Antonio González 0001 |
J. Supercomput. | 1 |
| 2022 | Omega-Test: A Predictive Early-Z Culling to Improve the Graphics Pipeline Energy-EfficiencyabstractThe most common task of GPUs is to render images in real time. When rendering a 3D scene, a key step is to determine which parts of every object are visible in the final image. There are different approaches to solve the visibility problem, the Z-Test being the most common. A main factor that significantly penalizes the energy efficiency of a GPU, especially in the mobile arena, is the so-called overdraw, which happens when a portion of an object is shaded and rendered but finally occluded by another object. This useless work results in a waste of energy; however, a conventional Z-Test only avoids a fraction of it. In this article we present a novel microarchitectural technique, the Omega-Test, to drastically reduce the overdraw on a Tile-Based Rendering (TBR) architecture. Graphics applications have a great degree of inter-frame coherence, which makes the output of a frame very similar to the previous one. The proposed approach leverages the frame-to-frame coherence by using the resulting information of the Z-Test for a tile (a buffer containing all the calculated pixel depths for a tile), which is discarded by nowadays GPUs, to predict the visibility of the same tile in the next frame. As a result, the Omega-Test early identifies occluded parts of the scene and avoids the rendering of non-visible surfaces eliminating costly computations and off-chip memory accesses. Our experimental evaluation shows average EDP savings in the overall GPU/Memory system of 26.4 percent and an average speedup of 16.3 percent for the evaluated benchmarks. David Corbalán-Navarro, Juan L. Aragón, Martí Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Antonio González 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Fast and Accurate SER Estimation for Large Combinational Blocks in Early Stages of the DesignabstractSoft Error Rate (SER) estimation is an important challenge for integrated circuits because of the increased vulnerability brought by technology scaling. This paper presents a methodology to estimate in early stages of the design the susceptibility of combinational circuits to particle strikes. In the core of the framework liesMASkIt, a novel approach that combines signal probabilities with technology characterization to swiftly compute the logical, electrical, and timing masking effects of the circuit under study taking into account all input combinations and pulse widths at once. Signal probabilities are estimated applying a new hybrid approach that integrates heuristics along with selective simulation of reconvergent subnetworks. The experimental results validate our proposed technique, showing a speedup of two orders of magnitude in comparison with traditional fault injection estimation with an average estimation error of 5 percent. Finally, we analyze thevulnerabilityof the Decoder, Scheduler, ALU, and FPU of an out-of-order, superscalar processor design. Martí Anglada, Ramon Canal, Juan L. Aragón, Antonio González 0001 |
IEEE Trans. Sustain. Comput. | 1 |
| 2019 | Early Visibility Resolution for Removing Ineffectual Computations in the Graphics PipelineabstractGPUs' main workload is real-time image rendering. These applications take a description of a (animated) scene and produce the corresponding image(s). An image is rendered by computing the colors of all its pixels. It is normal that multiple objects overlap at each pixel. Consequently, a significant amount of processing is devoted to objects that will not be visible in the final image, in spite of the widespread use of the Early Depth Test in modern GPUs, which attempts to discard computations related to occluded objects. Since animations are created by a sequence of similar images, visibility usually does not change much across consecutive frames. Based on this observation, we present Early Visibility Resolution (EVR), a mechanism that leverages the visibility information obtained in a frame to predict the visibility in the following one. Our proposal speculatively determines visibility much earlier in the pipeline than the Early Depth Test. We leverage this early visibility estimation to remove ineffectual computations at two different granularities: pixel-level and tile-level. Results show that such optimizations lead to 39% performance improvement and 43% energy savings for a set of commercial Android graphics applications running on stateof-the-art mobile GPUs. Martí Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Juan L. Aragón, Antonio González 0001 |
HPCA | 1 |
| 2019 | Rendering Elimination: Early Discard of Redundant Tiles in the Graphics PipelineabstractGPUs are one of the most energy-consuming components for real-time rendering applications, since a large number of fragment shading computations and memory accesses are involved. Main memory bandwidth is especially taxing battery-operated devices such as smart-phones. TileBased Rendering GPUs divide the screen space into multiple tiles that are independently rendered in on-chip buffers, thus reducing memory bandwidth and energy consumption. We have observed that, in many animated graphics workloads, a large number of screen tiles have the same color across adjacent frames. In this paper, we propose Rendering Elimination (RE), a novel micro-architectural technique that accurately determines if a tile will be identical to the same tile in the preceding frame before rasterization by means of comparing signatures. Since RE identifies redundant tiles early in the graphics pipeline, it completely avoids the computation and memory accesses of the most power consuming stages of the pipeline, which substantially reduces the execution time and the energy consumption of the GPU. For widely used Android applications, we show that RE achieves an average speedup of 1.74x and energy reduction of 43% for the GPU/Memory system, surpassing by far the benefits of Transaction Elimination, a state-of-the-art memory bandwidth reduction technique available in some commercial Tile-Based Rendering GPUs. Martí Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Juan L. Aragón, Pedro Marcuello, Antonio González 0001 |
HPCA | 1 |
| 2019 | SyRA: Early System Reliability Analysis for Cross-Layer Soft Errors Resilience in Memory Arrays of Microprocessor SystemsabstractCross-layer reliability is becoming the preferred solution when reliability is a concern in the design of a microprocessor-based system. Nevertheless, deciding how to distribute the error management across the different layers of the system is a very complex task that requires the support of dedicated frameworks for cross-layer reliability analysis. This paper proposes SyRA, a system-level cross-layer early reliability analysis framework for radiation induced soft errors in memory arrays of microprocessor-based systems. The framework exploits a multi-level hybrid Bayesian model to describe the target system and takes advantage of Bayesian inference to estimate different reliability metrics. SyRA implements several mechanisms and features to deal with the complexity of realistic models and implements a complete tool-chain that scales efficiently with the complexity of the system. The simulation time is significantly lower than micro-architecture level or RTL fault-injection experiments with an accuracy high enough to take effective design decisions. To demonstrate the capability of SyRA, we analyzed the reliability of a set of microprocessor-based systems characterized by different microprocessor architectures (i.e., Intel x86, ARM Cortex-A15, ARM Cortex-A9) running both the Linux operating system or bare metal in the presence of single bit upsets caused by radiation induced soft errors. Each system under analysis executes different software workloads both from benchmark suites and from real applications. Alessandro Vallero, Alessandro Savino 0001, Athanasios Chatzidimitriou, Manolis Kaliorakis, Maha Kooli, Marc Riera, Martí Anglada, Giorgio Di Natale, Alberto Bosio, Ramon Canal, Antonio González 0001, Dimitris Gizopoulos, Riccardo Mariani, Stefano Di Carlo |
IEEE Trans. Computers | 7 |
| 2016 | MASkIt: Soft error rate estimation for combinational circuitsabstractIntegrated circuits are getting increasingly vulnerable to soft errors; as a consequence, soft error rate (SER) estimation has become an important and very challenging goal. In this work, a novel approach for SER estimation of combinational circuits is presented. The proposed framework is divided in two stages. First, signal probabilities are computed via a hybrid approach combining heuristics and selective simulation of reconvergent subnets. In the second stage, signal probabilities are used to compute the vulnerability of all the gates in a combinational block using a backward-traversing algorithm that takes into account logical, electrical and timing masking factors. Experimental results show that our signal probability estimation approach, in comparison with similar techniques in the literature, reduces inaccuracy by 96% while adding minimal execution time overhead. In addition, results indicate that our framework is two orders of magnitude faster than traditional Monte Carlo-based fault injection with minor loss in accuracy in both signal probability and SER estimation (average error of 5%). Martí Anglada, Ramon Canal, Juan L. Aragón, Antonio González 0001 |
ICCD | 1 |