Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Comparing algorithm for dynamic speed-setting of a low-power CPU
MobiCom '95 Proceedings of the 1st annual international conference on Mobile computing and networking
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A flexible simulation framework for graphics architectures
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Workload prediction and dynamic voltage scaling for MPEG decoding
ASP-DAC '06 Proceedings of the 2006 Asia and South Pacific Design Automation Conference
IEEE Micro
Power analysis of mobile 3D graphics
Proceedings of the conference on Design, automation and test in Europe: Proceedings
Signature-based workload estimation for mobile 3D graphics
Proceedings of the 43rd annual Design Automation Conference
Proceedings of the 43rd annual Design Automation Conference
Scheduling for reduced CPU energy
OSDI '94 Proceedings of the 1st USENIX conference on Operating Systems Design and Implementation
Power Management of Interactive 3D Games Using Frame Structures
VLSID '08 Proceedings of the 21st International Conference on VLSI Design
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Chameleon: Application-Level Power Management
IEEE Transactions on Mobile Computing
Control theory-based DVS for interactive 3D games
Proceedings of the 45th annual Design Automation Conference
The State of the Art in Mobile Graphics Research
IEEE Computer Graphics and Applications
A QoS-aware memory controller for dynamically balancing GPU and CPU bandwidth use in an MPSoC
Proceedings of the 49th Annual Design Automation Conference
Program-based dynamic precision selection framework with a dual-mode unified shader for mobile GPUs
Computers and Electrical Engineering
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With increasing interest in sophisticated graphics capabilities in mobile systems, energy consumption of graphics hardware is becoming a major design concern in addition to the traditional performance enhancement criteria. Our study of various modern games substantiates the observation that the workload of games varies significantly with time and hence can benefit from dynamic voltage and frequency scaling (DVFS). Since visual quality of graphics applications is highly dependent on the rate at which frames are processed, it is important to devise a DVFS scheme that minimizes deadline misses due to inaccuracies in workload prediction. In this paper, we demonstrate that tiled-graphics renderers exhibit substantial advantages over immediate-mode renderers in obtaining access to frame parameters that help in enhancing the workload estimation accuracy. We also show that, operating at a finer granularity of "tiles" as opposed to "frames" allows early detection and corrective action in case of a mis-prediction. We propose an accurate workload estimation technique and two DVFS schemes: (i) tile-history based DVFS and (ii) tile-rank based DVFS for tiled-rendering architectures. The proposed schemes are demonstrated to be more efficient in terms of power and performance than the frame level DVFS schemes proposed in recent literature. With a system with 8 DVFS levels, our tile-history based DVFS scheme results in 60% improvement in quality (deadline misses) over the frame history based DVFS schemes and gives 58% saving in energy. The more sophisticated tile-rank based scheme achieves 75% improvement in quality over the frame history based DVFS scheme and results in 58% saving in energy. We have also compared the efficiency of the proposed tile-level DVFS schemes with frame-level schemes for different number of DVFS levels, and found that while the frame-level schemes suffer from increasing deadline misses as the frequency levels increase, the impact on tile-level schemes is negligible. The Energy per Frame-rate for our scheme is the minimum, indicating that it delivers the best performance-energy results