On Balancing Energy Consumption, Rendering Speed, and Image Quality on Mobile Devices

Fan Wu, E. Agu, Clifford Lindsay, Chung-Han Chen
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引用次数: 3

Abstract

Mobile games and graphics are popular because un-tethered computing is convenient and ubiquitous entertainment is compelling. However, rendering graphics on mobile devices faces challenges due to limited system resources, such as battery energy, and low memory and disk space. Real time frame rates, low energy consumption and high image quality are all desirable attributes of interactive mobile graphics; however, achieving these objectives is conflicting. For instance, increasing mesh resolutions improves rendered image quality but consumes more battery energy. Therefore, the authors propose a mobile graphics heuristic to minimize energy consumption while maintaining acceptable image quality and interactive frame rates. Over the lifetime of a mobile graphics application, scene complexity, animation paths, user interactivity and other elements all change its CPU and resource demands. In this regard, a heuristic that dynamically changes scene mesh LoDs and amount of CPU timeslices allotted to the mobile graphics application is presented to select optimal operating conditions that balance rendering speed, energy conservation and image quality. Additionally, a workload predict model is proposed so that the heuristic can monitor both application workload and the availability of resources of mobile devices periodically, while adaptively determining how much resources will be allocated to applications.
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在移动设备上平衡能耗、渲染速度和图像质量
手机游戏和图像之所以受欢迎,是因为不受束缚的计算很方便,无处不在的娱乐很吸引人。然而,由于有限的系统资源(如电池能量、低内存和磁盘空间),在移动设备上渲染图形面临挑战。实时帧率、低能耗和高图像质量都是交互式移动图形的理想属性;然而,实现这些目标是相互矛盾的。例如,增加网格分辨率可以提高渲染图像的质量,但会消耗更多的电池能量。因此,作者提出了一种移动图形启发式算法,在保持可接受的图像质量和交互帧率的同时,将能耗降至最低。在移动图形应用程序的生命周期中,场景复杂性、动画路径、用户交互性和其他元素都会改变其CPU和资源需求。在这方面,提出了一种动态改变场景网格负载和分配给移动图形应用程序的CPU时间片数量的启发式方法,以选择平衡渲染速度,节能和图像质量的最佳操作条件。此外,提出了一个工作负载预测模型,使启发式算法可以定期监控应用程序工作负载和移动设备资源的可用性,同时自适应地确定将多少资源分配给应用程序。
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