The explosion of smartphones leads the huge mobile GPU performance enhancement for rich 3D graphics applications and, recently, the mobile GPU is moving forward for VR/AR era. In VR/AR era, mobile GPU needs to achieve not only high 3D quality but also high frame rate in order to minimize the motion to photon latency of VR. Moreover, mobile GPU have to minimize its power consumption for battery powered devices. For these requirements, frame-rate control schemes were introduced but 3D quality degradation was not acceptable in the market. A frame-rate up conversion (FRUC) [Park et al., 2015] was proposed for doubling the frame rate with negligible performance degradation. Although the previous work achieved high frame rate and high quality, it required complex edge detection processing in some GPU architectures.
['Jinhong Park', 'Jeong-Ho Woo', 'Jongsup Baek']
Simple half frame forwarding (HFF-S): frame-rate up conversion for tiled rendering GPU