移动GPU的动态渲染质量缩放

Minkyu Kim, Jinhong Park, Sunho Ki, Youngduke Seo, Chulho Shin
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引用次数: 0

摘要

随着移动平台上的显示分辨率呈指数级增长,保持可接受的帧率(例如60Hz)变得比以往任何时候都更具挑战性,因为计算需求(CPU和GPU)的增加导致电池使用时间的减少和设备表面温度的增加。由于功耗随着GPU工作负载的增加几乎是线性增加的,所以只有当有人类可感知的好处时,才允许实际计算固定高分辨率所带来的繁重GPU工作负载。一些最新的技术在运行时被利用来减少工作量,比如在渲染过程中跳过帧或降低分辨率。从这些技术中,我们仍然观察到明显的伪影,因为它们没有仔细调查所产生的帧序列是否被认为包含伪影。尽管最近的一项研究依赖于用户的观看距离[Nixon等人,2014],但它可能会因环境和生物特征限制而发生故障。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic rendering quality scaling for mobile GPU
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.
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