SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Time-critical multiresolution scene rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
A Benchmark for Animated Ray Tracing
IEEE Computer Graphics and Applications
Reducing the Energy Usage of Office Applications
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
Rendering time estimation for real-time rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
3D graphics rendering time modeling and control for mobile terminals
Proceedings of the ninth international conference on 3D Web technology
Energy-aware video streaming with QoS control for portable computing devices
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Practical voltage scaling for mobile multimedia devices
Proceedings of the 12th annual ACM international conference on Multimedia
Chameleon: application level power management with performance isolation
Proceedings of the 13th annual ACM international conference on Multimedia
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Graphics rendering on mobile devices is severely restricted by available battery energy. The frame rate of real-time graphics applications fluctuates due to continual changes in the LoD, visibility and distance of scene objects, user interactivity, complexity of lighting and animation, and many other factors. Such frame rate spikes waste precious battery energy. We introduce an adaptive CPU scheduler that predicts the applications workload from frame to frame and allocates just enough CPU cycles to render the scene at a target rate of 25 FPS. Since the applications workload needs to be re-estimated whenever the scenes LoD changes, we integrate our CPU scheduler with LoD management. To further save energy, we try to render scenes at the lowest LoD at which the user does not see visual artifacts on a given screen. Our integrated Energy-efficient Adaptive Real-time Rendering (EARR) heuristic reduces energy consumption by up to 60% while maintaining acceptable image quality at interactive frame rates.