Visibility Computations in Densely Occluded Polyhedral Environments
Visibility Computations in Densely Occluded Polyhedral Environments
Dynamic power saving mechanism for 3G UMTS system
Mobile Networks and Applications
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Power Management of Interactive 3D Games Using Frame Structures
VLSID '08 Proceedings of the 21st International Conference on VLSI Design
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
A Hybrid DVS Scheme for Interactive 3D Games
RTAS '08 Proceedings of the 2008 IEEE Real-Time and Embedded Technology and Applications Symposium
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
Game action based power management for multiplayer online game
Proceedings of the 1st ACM workshop on Networking, systems, and applications for mobile handhelds
ARIVU: power-aware middleware for multiplayer mobile games
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Adaptive display power management for mobile games
MobiSys '11 Proceedings of the 9th international conference on Mobile systems, applications, and services
ARIVU: Making Networked Mobile Games Green
Mobile Networks and Applications
Energy-Efficient 3D Texture Streaming for Mobile Games
Proceedings of Workshop on Mobile Video Delivery
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With the advent of feature rich smartphone platforms such as Android and iOS, people can now enjoy a wide variety of applications on-the-go. Among these applications, games are one of the most desired types. However, as bigger screens, faster CPUs and interfaces supporting higher bandwidth (WiFi, 3G, LTE) consume more power, battery lifetime becomes a bottleneck on such devices. In this paper, we present novel techniques that combine 3D spatial subdivisioning, Potentially Visible Set (PVS) and Visual Perception based Localisation (VPL) methods to estimate the non-critical game states to save wireless interface energy with minimum processing penalty. Our techniques and algorithms are realised in a commercial game and can save up to 57% of wireless interface energy (which is, about 22.8% overall system energy) while retaining game play quality.