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Victor Moya Del Barrio

dblp:99/6582 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2010
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 2 · 2 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 81% Performance modeling and evaluation · 19%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
GPUs and heterogeneous computing
GPU architecture
0.112005
Shader Performance Analysis on a Modern GPU Architecture · MICRO 2005
GPUs and heterogeneous computing
GPU performance analysis
0.012005
Shader Performance Analysis on a Modern GPU Architecture · MICRO 2005
Performance modeling and evaluation › performance evaluation methodology
simulation and benchmarking
0.012005
Shader Performance Analysis on a Modern GPU Architecture · MICRO 2005

Methods — techniques the papers use, named apart from their topics

workload characterization · 0.1architectural simulation · 0.1
YearPublicationVenuePosition
2010 A SIMD-efficient 14 instruction shader program for high-throughput microtriangle rasterization
Jordi Roca, Victor Moya Del Barrio, Vicente Escandell, Albert Murciego, Agustín Fernández, Roger Espasa
Vis. Comput.2
2006 ATTILA: a cycle-level execution-driven simulator for modern GPU architectures
abstract
The present work presents a cycle-level execution-driven simulator for modern GPU architectures. We discuss the simulation model used for our GPU simulator, based in the concept of boxes and signals, and the relation between the timing simulator and the functional emulator. The simulation model we use helps to increase the accuracy and reduce the number of errors in the timing simulator while allowing for an easy extensibility of the simulated GPU architecture. We also introduce the OpenGL framework used to feed the simulator with traces from real applications (UT2004, Doom3) and a performance debugging tool (Signal Trace Visualizer). The presented ATTILA simulator supports the simulation of a whole range of GPU configurations and architectures, from the embedded segment to the high end PC segment, supporting both the unified and non unified shader architectural models.
Victor Moya Del Barrio, Jordi Roca, Agustín Fernández, Roger Espasa
ISPASS1
2005 A Single (Unified) Shader GPU Microarchitecture for Embedded Systems
Victor Moya Del Barrio, Jordi Roca, Agustín Fernández, Roger Espasa
HiPEAC1
2005 Shader Performance Analysis on a Modern GPU Architecture
abstract
This paper presents an analysis of the performance of the shader processing units in a modern graphics processor unit (GPU) architecture using real graphic applications. The architecture of a modern GPU is described and a simulator and associated framework used to evaluate the architecture is introduced. The paper analyses the effects in performance of different configurations of the shader processing units and compares a classic GPU with a unified shader GPU. The evaluated unified shader architecture proves to be 15% to 30% more efficient, in terms of area, with a 2% to 7% improvement in performance when compared with a similar nonunified architecture
Victor Moya Del Barrio, Jordi Roca, Agustín Fernández, Roger Espasa
MICRO1