This paper considers implementations of embedded 3D graphics and provides evidence indicating that 3D benchmarks employed for desktop computers are not suitable for mobile environments. Consequently, the paper presents GraalBench, a set of 3D graphics workloads representative for contemporary and emerging mobile devices and in addition, it presents detailed simulation results for a typical rasterization pipeline. The experiments on the proposed suite suggest that the texturing, depth and blending units should be implemented in hardware, while, for instance, the dithering unit may be omitted from a hardware implementation.
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