DocumentCode :
2987789
Title :
Power Management of Interactive 3D Games Using Frame Structures
Author :
Gu, Yan ; Chakraborty, Samarjit
Author_Institution :
Nat. Univ. of Singapore, Singapore
fYear :
2008
fDate :
4-8 Jan. 2008
Firstpage :
679
Lastpage :
684
Abstract :
We propose a novel dynamic voltage scaling (DVS) scheme that is specifically directed towards 3D graphics- intensive interactive game applications running on battery-operated portable devices. The key to this DVS scheme lies in parsing each game frame to estimate its rendering workload and then using such an estimate to scale the voltage/frequency of the underlying processor. The main novelty of this scheme stems from the fact that game frames offer a rich variety of "structural" information (e.g. number of brush and alias models, texture information and light maps) which can be exploited to estimate their processing workload. Although DVS has been extensively applied to video decoding applications, compressed video frames do not offer any information (beyond the frame types - I, B or P) that can be used in a similar manner to estimate their processing workload. As a result, DVS algorithms designed for video decoding mostly rely on control-theoretic feedback mechanisms, where the workload of a frame is predicted from the workloads of the previously-rendered frames. We show that compared to such history-based predictors, our proposed scheme performs significantly better for game applications. Our experimental results, based on the Quake II game engine running on Windows XP, show that for the same energy consumption our scheme results in more than 50% improvement in quality (measured in terms of number of frames meeting their deadlines) compared to history-based prediction schemes.
Keywords :
computer games; interactive systems; power aware computing; rendering (computer graphics); video coding; 3D graphics; Quake II game engine; Windows XP; battery-operated portable devices; control-theoretic feedback mechanisms; dynamic voltage scaling scheme; frame structures; interactive 3D games; power management; processor voltage scaling; rendering workload estimation; video decoding; Algorithm design and analysis; Brushes; Decoding; Dynamic voltage scaling; Energy management; Frequency estimation; Games; Rendering (computer graphics); Video compression; Voltage control;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
VLSI Design, 2008. VLSID 2008. 21st International Conference on
Conference_Location :
Hyderabad
ISSN :
1063-9667
Print_ISBN :
0-7695-3083-4
Type :
conf
DOI :
10.1109/VLSI.2008.102
Filename :
4450576
Link To Document :
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