{"id":11953,"date":"2014-04-29T00:16:35","date_gmt":"2014-04-28T21:16:35","guid":{"rendered":"http:\/\/hgpu.org\/?p=11953"},"modified":"2014-04-29T00:16:35","modified_gmt":"2014-04-28T21:16:35","slug":"piko-a-design-framework-for-programmable-graphics-pipelines","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=11953","title":{"rendered":"Piko: A Design Framework for Programmable Graphics Pipelines"},"content":{"rendered":"<p>We present Piko, a design framework for designing efficient programmable graphics pipelines. Piko is built around managing work granularity in a programmable and flexible manner, allowing programmers to build load-balanced parallel pipeline implementations, to exploit spatial and producer-consumer locality in the pipeline, and to explore tradeoffs between these considerations. Piko programmers describe a pipeline as a series of stages factored into AssignBin, Schedule, and Process phases, and the Piko compiler, Pikoc, analyzes and synthesizes this pipeline, outputting a set of optimized kernels that implement the pipeline and a header file containing code to launch the pipeline.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We present Piko, a design framework for designing efficient programmable graphics pipelines. Piko is built around managing work granularity in a programmable and flexible manner, allowing programmers to build load-balanced parallel pipeline implementations, to exploit spatial and producer-consumer locality in the pipeline, and to explore tradeoffs between these considerations. Piko programmers describe a pipeline as [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,90,3],"tags":[1797,215,1782,20,1306,1793,193,490,181,144],"class_list":["post-11953","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-opencl","category-paper","tag-3d-graphics-and-realism","tag-code-generation","tag-computer-science","tag-nvidia","tag-nvidia-geforce-gtx-680","tag-opencl","tag-ptx","tag-rasterization","tag-raytracing","tag-rendering"],"views":2376,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/11953","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=11953"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/11953\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=11953"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=11953"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=11953"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}