Flat panel displays for portable systems
Journal of VLSI Signal Processing Systems - Special issue on technologies for wireless computing
The Unified Modeling Language reference manual
The Unified Modeling Language reference manual
Custom Memory Management Methodology: Exploration of Memory Organisation for Embedded Multimedia System Design
Low Power Control Techniques For TFT LCD Displays
CASES '02 Proceedings of the 2002 international conference on Compilers, architecture, and synthesis for embedded systems
Evaluating Integrated Hardware-Software Optimizations Using a Unified Energy Estimation Framework
IEEE Transactions on Computers
Energy trade-offs in the IBM Wristwatch computer
ISWC '01 Proceedings of the 5th IEEE International Symposium on Wearable Computers
A compressed frame buffer to reduce display power consumption in mobile systems
Proceedings of the 2004 Asia and South Pacific Design Automation Conference
System-on-chip validation using UML and CWL
Proceedings of the 2nd IEEE/ACM/IFIP international conference on Hardware/software codesign and system synthesis
Memory-access-aware data structure transformations for embedded software with dynamic data accesses
IEEE Transactions on Very Large Scale Integration (VLSI) Systems - Special section on the 2002 international symposium on low-power electronics and design (ISLPED)
Science of Computer Programming
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Traditional design- and optimization techniques for embedded devices apply local transformations of source-code to maximize the performance and minimize the power consumption. Unfortunately, such transformations cannot adequately deal with the highly dynamic nature of today's multimedia applications as they do not exploit application specific knowledge. We decided to go one step back in the design process. Starting from the original UML (Unified Modeling Language) model of the source code, we transform the UML model first before refining it into executable code. In this paper we present (i) the transformation of various UML models, (ii) a fast technique for the estimation of the high-level cost parameters that steer our transformations, and (iii) experiments based on three case-studies (a Snake game, a Tetris game and a 3D rendering engine) that show that our transformations can result in factors improvement in memory footprint and/or execution time with respect to the original model.