Wattch: a framework for architectural-level power analysis and optimizations
Proceedings of the 27th annual international symposium on Computer architecture
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Minimum triangle separation for correct z-buffer occlusion
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
A new image secret sharing scheme to identify cheaters
Computer Standards & Interfaces
Technical Section: Area-efficient pixel rasterization and texture coordinate interpolation
Computers and Graphics
Fool me twice: Exploring and exploiting error tolerance in physics-based animation
ACM Transactions on Graphics (TOG)
Precision selection for energy-efficient pixel shaders
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
A Dual-Mode Unified Shader with Frame-Based Dynamic Precision Adjustment for Mobile GPUs
EUC '11 Proceedings of the 2011 IFIP 9th International Conference on Embedded and Ubiquitous Computing
Optimized transmission of JPEG2000 streams over wireless channels
IEEE Transactions on Image Processing
Energy-Efficient 3D Texture Streaming for Mobile Games
Proceedings of Workshop on Mobile Video Delivery
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As 3D applications in mobile devices have become increasingly popular, mobile GPUs have become one of their most essential components. Because the lifetime of these devices is generally battery-limited, the tradeoff between energy consumption and user experience has become an important issue. Conventional mechanisms include the use of fixed-point and reducing the precision of floating-point to reduce the energy consumption of the shader in a mobile GPU. A fixed-point has a narrower numerical range than a floating-point, but is faster and more energy-efficient. However, reduced precision floating-point has a wider numerical range but consumes more energy. In this work, an Energy-aware Hybrid Precision Selection (EHPS) framework is proposed to integrate the above mechanisms with a profile-based precision selection mechanism to maximize energy savings. In addition, a built-in energy model is used to evaluate whether fixed-point or reduced floating-point is more energy-efficient for the current application. The more energy-efficient option will be used to render the current application to save more energy. The results reveal that the proposed EHPS framework reduces the energy consumed by the shader by an average of 33.66% and 31.63% in the low and high-quality modes, respectively. The average PSNRs of the resulting images are 26.89dB and 45.94dB in these two rendering modes, respectively. The proposed EHPS framework yields a better image quality and uses less energy than related works.