Hexagonal Storage Scheme for Interleaved Frame Buffers and Textures

Yosuke Bando       Takahiro Saito       Masahiro Fujita
TOSHIBA Corporation


This paper presents a storage scheme which statically assigns pixel/texel coordinates to multiple memory banks in order to minimize frame buffer and texture memory access load imbalance. In this scheme, the pixels stored in a particular memory bank are placed at the center and the vertices of hexagons packed in the frame buffer. By making these hexagons close to regular so that the pixel placement is uniform and isotropic, frame buffer and texture memory accesses are evenly distributed over the memory banks. The analysis of memory access patterns in rendering typical 3D graphics scenes shows that the hexagonal storage scheme can reduce rendering performance degradation due to bank conflicts by an average of 10% compared to the traditional rectangular storage scheme.

The presented storage scheme assigns pixel coordinates to multiple (in this case 32) memory banks, by permuting the bank IDs in each rectangle in a traditional rectangularly interleaved bank ID assignment (left), so that the pixels having the same bank ID are placed at the center and the vertices of nearly regular hexagons packed in the frame buffer (right).
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