Please use this identifier to cite or link to this item: https://doi.org/10.1109/VLSI.2008.102
DC FieldValue
dc.titlePower management of interactive 3D games using frame structures
dc.contributor.authorGu, Y.
dc.contributor.authorChakraborty, S.
dc.date.accessioned2013-07-04T08:09:56Z
dc.date.available2013-07-04T08:09:56Z
dc.date.issued2008
dc.identifier.citationGu, Y., Chakraborty, S. (2008). Power management of interactive 3D games using frame structures. Proceedings of the IEEE International Frequency Control Symposium and Exposition : 679-684. ScholarBank@NUS Repository. https://doi.org/10.1109/VLSI.2008.102
dc.identifier.isbn0769530834
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/40682
dc.description.abstractWe 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. © 2008 IEEE.
dc.description.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1109/VLSI.2008.102
dc.sourceScopus
dc.typeConference Paper
dc.contributor.departmentCOMPUTER SCIENCE
dc.description.doi10.1109/VLSI.2008.102
dc.description.sourcetitleProceedings of the IEEE International Frequency Control Symposium and Exposition
dc.description.page679-684
dc.identifier.isiut000253939700112
Appears in Collections:Staff Publications

Show simple item record
Files in This Item:
There are no files associated with this item.

SCOPUSTM   
Citations

22
checked on Sep 12, 2019

WEB OF SCIENCETM
Citations

10
checked on Sep 4, 2019

Page view(s)

79
checked on Sep 9, 2019

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.