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Compute for mobile devices: performance-focused hands-on tutorial

Published: 24 November 2014 Publication History

Abstract

For modern SoCs used in mobile devices, it is vital to focus on the processing efficiency through leveraging a heterogeneous potential of the architecture. In this tutorial, we offer a hands-on experience with existing APIs for accelerating compute-intensive portions of a mobile application.
Specifically, as a first step we introduce the essentials of the most popular general Compute APIs available in the mobile domain, including RenderScript*, OpenCL*, GLES pixel and recently compute shaders (plus quick comparison to more vendor-specific APIs like CUDA* and Metal*). We continue with medium-complexity topics like example API-specific performance tricks in action.
Finally, we touch advanced aspects like tools-assisted performance analysis. General focus is on the changes required for the typical user code to leverage good GPU acceleration.

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SA '14: SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications
November 2014
80 pages
ISBN:9781450318914
DOI:10.1145/2669062
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 24 November 2014

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Author Tags

  1. Apple Metal
  2. GPGPU mobile
  3. Google RenderScript
  4. NVidia CUDA
  5. OpenCL
  6. compute

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  • Research-article

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SA'14
SA'14: SIGGRAPH Asia 2014
December 3 - 6, 2014
Shenzhen, China

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Overall Acceptance Rate 178 of 869 submissions, 20%

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