Hasty Briefsbeta

Mobile GPUs and Tile-Based Rendering

6 days ago
  • #tile-based-rendering
  • #mobile-gpu
  • #graphics-architecture
  • Mobile GPUs use tile-based deferred rendering (TBDR) to address power and bandwidth constraints.
  • Desktop GPUs traditionally use immediate mode rendering (IMR), which requires high memory bandwidth.
  • TBDR splits rendering into tiling (geometry processing) and rendering (fragment processing) phases.
  • Tiling phase divides the screen into tiles and associates geometry with each tile (binning).
  • Rendering phase processes each tile independently, keeping data in on-chip memory to reduce bandwidth.
  • Apple's AGX architecture, inspired by PowerVR, implements TBDR with unique optimizations.
  • AGX handles sample shading and blending differently than desktop GPUs, favoring software flexibility.
  • Vulkan API is optimized for TBDR with features like render passes, subpasses, and transient attachments.
  • TBDR architectures influence software design, favoring moderate geometry complexity and bandwidth-conscious algorithms.
  • Future trends include scaling TBDR for ray tracing and compute, with desktop GPUs adopting tile-based optimizations.