重复:减少冗余渲染在Android设备的性能和能源优化

Xianfeng Li, Gengchao Li, Xiaole Cui
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引用次数: 3

摘要

图形渲染是一项计算密集型工作,也是电池驱动的移动设备的主要能源消耗来源。与现有的降低用户体验或粗略地重用呈现结果的工作不同,我们提出了ReTriple,这是一种细粒度的方案,通过在UI元素级别重用过去的呈现结果来减少呈现工作量。这种细粒度的重用机制可以探索更多的机会来减少呈现过程的工作负载并节省能源。通过对流行应用的实验测试表明,在改善用户体验的同时,retple在渲染过程中实现了平均2.6倍的加速和每帧32.3%的节能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
ReTriple: Reduction of Redundant Rendering on Android Devices for Performance and Energy Optimizations
Graphics rendering is a compute-intensive work and a major source of energy consumption on battery-driven mobile devices. Unlike the existing works that degrade user experience or reuse rendering results coarsely, we propose ReTriple, a fine-grained scheme to reduce rendering workload by reusing the past rendering results at the UI element level. This fine-grained reuse mechanism can explore more opportunities to reduce the workload of the rendering process and save energy. The experiments tested with popular apps show that ReTriple achieves an average speedup of 2.6x and per-frame energy saving of 32.3% for the rendering process while improving user experience.
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