Spherical wavelets: efficiently representing functions on the sphere
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th 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
ACM Transactions on Graphics (TOG)
A Benchmark for Animated Ray Tracing
IEEE Computer Graphics and Applications
Perceptually Optimized 3D Graphics
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
Frame-based dynamic voltage and frequency scaling for a MPEG decoder
Proceedings of the 2002 IEEE/ACM international conference on Computer-aided design
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
Unequal error protection for wavelet-based wireless mesh transmission
ACM SIGGRAPH 2006 Research posters
Perceptually driven simplification for interactive rendering
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
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Mobile games and graphics are popular because un-tethered computing is convenient and ubiquitous entertainment is compelling. However, rendering graphics on mobile devices faces challenges due to limited system resources, such as battery energy, and low memory and disk space. Real time frame rates, low energy consumption and high image quality are all desirable attributes of interactive mobile graphics; however, achieving these objectives is conflicting. For instance, increasing mesh resolutions improves rendered image quality but consumes more battery energy. Therefore, the authors propose a mobile graphics heuristic to minimize energy consumption while maintaining acceptable image quality and interactive frame rates. Over the lifetime of a mobile graphics application, scene complexity, animation paths, user interactivity and other elements all change its CPU and resource demands. In this regard, a heuristic that dynamically changes scene mesh LoDs and amount of CPU timeslices allotted to the mobile graphics application is presented to select optimal operating conditions that balance rendering speed, energy conservation and image quality. Additionally, a workload predict model is proposed so that the heuristic can monitor both application workload and the availability of resources of mobile devices periodically, while adaptively determining how much resources will be allocated to applications.