在移动设备上通过OpenGL ES库对3D应用程序进行性能优化

Chang-Woo Cho, Chung-Pyo Hong, Jin-Chun Piao, Yeong-Kyu Lim, Shin-Dug Kim
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引用次数: 4

摘要

随着手机游戏产业的扩大,手机GPU(图形处理单元)市场也在稳步增长。尽管移动设备具有快速的计算能力,但实时处理大量高质量的图形是很困难的。因此,需要有效的技术来改进智能手机中的移动GPU。在本文中,我们研究了质量和性能之间的权衡,并通过降低质量来解决图形性能改进的好处。为了实现这个想法,我们提出了使用OpenGL ES库挂钩方法的3D应用程序的性能优化方法。我们的方法不需要任何3D应用程序的源代码,并且可以应用于任何使用OpenGL ES的Android手机。为了证明我们的方法的好处,我们使用智能手机对五个著名的基准进行了性能验证,并根据每种方法测量了质量。此外,我们还展示了质量和性能之间的最佳权衡。通过使用该技术,可以显著提高移动GPU的性能,实现更好的质量和性能之间的权衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Performance optimization of 3D applications by OpenGL ES library hooking in mobile devices
The mobile GPU (Graphic Processing Unit) market has grown steadily due to expansion of the mobile game industry. Despite the rapid computation capability of mobile devices, handling a large amount of high-quality graphics in real-time is difficult. Therefore, effective technologies for improving mobile GPU in smartphones are required. In this thesis, we examine the trade-off between quality and performance, and address the benefits of graphic performance improvement by degrading quality. To implement this idea, we propose performance optimization methodologies for 3D applications using an OpenGL ES library hooking method. Our methodologies do not require any source code from 3D applications, and can be applied to any Android phones that use OpenGL ES in real-time. To demonstrate the benefits of our methodology, we conducted performance verifications of five well-known benchmarks using a smartphone, and measured the quality in accordance with each methodology. In addition, we showed the optimal trade-offs between quality and performance. By using the proposed technique, the performance of mobile GPU can be significantly improved to achieve a better trade-off between quality and performance.
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