A Hybrid DVS Scheme for Interactive 3D Games

Yan Gu, S. Chakraborty
{"title":"A Hybrid DVS Scheme for Interactive 3D Games","authors":"Yan Gu, S. Chakraborty","doi":"10.1109/RTAS.2008.33","DOIUrl":null,"url":null,"abstract":"Interactive 3D games are now widely available on a variety of mobile devices for which battery-life is a major concern. Many of these devices support voltage/frequency-scalable processors and dynamic voltage scaling (DVS) has emerged as a powerful technique for energy management in such devices. Although DVS algorithms have been very successfully applied to video encoding/decoding applications, their use in interactive computer games has not been sufficiently explored so far. In this paper we propose a novel DVS scheme that is specifically directed towards interactive 3D game applications running on battery-operated portable devices. The key to this DVS scheme lies in an accurate prediction of the rendering workload of a current game scene. We have applied this scheme to first person shooter games (e.g. Quake II) and obtained significant power savings while maintaining high frame rates. Based on the observation that there exist two types of workload variations in such games, we compute the voltage/frequency setting for any game scene using a hybrid combination of two different techniques: (i) adjusting the workload prediction using a control-theoretical feedback mechanism, and (ii) analyzing the graphical objects in the current game scene by parsing the corresponding frame. Our scheme is significantly different from those commonly applied to video decoding applications (where only technique (i) is used) and has shown very encouraging results when evaluated with different setups (e.g. laptop running Windows, PDA running Windows Mobile and a configurable simulation platform).","PeriodicalId":130593,"journal":{"name":"2008 IEEE Real-Time and Embedded Technology and Applications Symposium","volume":"115 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"32","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 IEEE Real-Time and Embedded Technology and Applications Symposium","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/RTAS.2008.33","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 32

Abstract

Interactive 3D games are now widely available on a variety of mobile devices for which battery-life is a major concern. Many of these devices support voltage/frequency-scalable processors and dynamic voltage scaling (DVS) has emerged as a powerful technique for energy management in such devices. Although DVS algorithms have been very successfully applied to video encoding/decoding applications, their use in interactive computer games has not been sufficiently explored so far. In this paper we propose a novel DVS scheme that is specifically directed towards interactive 3D game applications running on battery-operated portable devices. The key to this DVS scheme lies in an accurate prediction of the rendering workload of a current game scene. We have applied this scheme to first person shooter games (e.g. Quake II) and obtained significant power savings while maintaining high frame rates. Based on the observation that there exist two types of workload variations in such games, we compute the voltage/frequency setting for any game scene using a hybrid combination of two different techniques: (i) adjusting the workload prediction using a control-theoretical feedback mechanism, and (ii) analyzing the graphical objects in the current game scene by parsing the corresponding frame. Our scheme is significantly different from those commonly applied to video decoding applications (where only technique (i) is used) and has shown very encouraging results when evaluated with different setups (e.g. laptop running Windows, PDA running Windows Mobile and a configurable simulation platform).
交互式3D游戏的混合DVS方案
交互式3D游戏现在在各种移动设备上广泛使用,而电池寿命是一个主要问题。这些设备中的许多都支持电压/频率可扩展的处理器,动态电压缩放(DVS)已经成为此类设备中能量管理的强大技术。尽管分布式交换机算法已经非常成功地应用于视频编码/解码应用,但到目前为止,它们在交互式电脑游戏中的应用还没有得到充分的探索。在本文中,我们提出了一种新的分布式交换机方案,专门针对在电池供电的便携式设备上运行的交互式3D游戏应用程序。此分布式交换机方案的关键在于准确预测当前游戏场景的渲染工作量。我们将这一方案应用于第一人称射击游戏(如《雷神之锤2》),并在保持高帧率的同时节省了大量能量。基于这类游戏中存在两种类型的工作负载变化的观察,我们使用两种不同技术的混合组合来计算任何游戏场景的电压/频率设置:(i)使用控制理论反馈机制调整工作负载预测,(ii)通过解析相应的帧来分析当前游戏场景中的图形对象。我们的方案与通常应用于视频解码应用(仅使用技术(i))的方案有很大不同,并且在不同设置(例如运行Windows的笔记本电脑,运行Windows Mobile的PDA和可配置的模拟平台)下进行评估时显示出非常令人鼓舞的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信