Minkyu Kim, Jinhong Park, Sunho Ki, Youngduke Seo, Chulho Shin
{"title":"移动GPU的动态渲染质量缩放","authors":"Minkyu Kim, Jinhong Park, Sunho Ki, Youngduke Seo, Chulho Shin","doi":"10.1145/2820926.2820963","DOIUrl":null,"url":null,"abstract":"As display resolution exponentially increases in mobile platforms, maintaining acceptable frame rate (e.g., 60Hz) becomes more challenging than ever because elevated computing demand (for both CPU and GPU) results in reduction of battery use time and increase in device surface temperature. Because power consumption increases almost linearly with GPU workload, the heavy GPU workload imposed by fixed high resolution can be allowed to be actually computed only when there are human perceptible benefits. Some recent techniques are exploited at runtime to reduce the workload such as skipping frames or lowering resolution during rendering. From those techniques, we still observe noticeable artifacts because they did not carefully investigate whether resulting sequences of frames are perceived as containing artifacts or not. Although one of recent studies relies on a user's view distance [Nixon et al. 2014], it can malfunction depending on environmental and biometric limitation.","PeriodicalId":432851,"journal":{"name":"SIGGRAPH Asia 2015 Posters","volume":"419 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Dynamic rendering quality scaling for mobile GPU\",\"authors\":\"Minkyu Kim, Jinhong Park, Sunho Ki, Youngduke Seo, Chulho Shin\",\"doi\":\"10.1145/2820926.2820963\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"As display resolution exponentially increases in mobile platforms, maintaining acceptable frame rate (e.g., 60Hz) becomes more challenging than ever because elevated computing demand (for both CPU and GPU) results in reduction of battery use time and increase in device surface temperature. Because power consumption increases almost linearly with GPU workload, the heavy GPU workload imposed by fixed high resolution can be allowed to be actually computed only when there are human perceptible benefits. Some recent techniques are exploited at runtime to reduce the workload such as skipping frames or lowering resolution during rendering. From those techniques, we still observe noticeable artifacts because they did not carefully investigate whether resulting sequences of frames are perceived as containing artifacts or not. Although one of recent studies relies on a user's view distance [Nixon et al. 2014], it can malfunction depending on environmental and biometric limitation.\",\"PeriodicalId\":432851,\"journal\":{\"name\":\"SIGGRAPH Asia 2015 Posters\",\"volume\":\"419 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-11-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SIGGRAPH Asia 2015 Posters\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2820926.2820963\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH Asia 2015 Posters","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2820926.2820963","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
As display resolution exponentially increases in mobile platforms, maintaining acceptable frame rate (e.g., 60Hz) becomes more challenging than ever because elevated computing demand (for both CPU and GPU) results in reduction of battery use time and increase in device surface temperature. Because power consumption increases almost linearly with GPU workload, the heavy GPU workload imposed by fixed high resolution can be allowed to be actually computed only when there are human perceptible benefits. Some recent techniques are exploited at runtime to reduce the workload such as skipping frames or lowering resolution during rendering. From those techniques, we still observe noticeable artifacts because they did not carefully investigate whether resulting sequences of frames are perceived as containing artifacts or not. Although one of recent studies relies on a user's view distance [Nixon et al. 2014], it can malfunction depending on environmental and biometric limitation.