Wattch: a framework for architectural-level power analysis and optimizations
Proceedings of the 27th annual international symposium on Computer architecture
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Power-Delay Characteristics of CMOS Multipliers
ARITH '97 Proceedings of the 13th Symposium on Computer Arithmetic (ARITH '97)
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
The Impact of Technology Scaling on Lifetime Reliability
DSN '04 Proceedings of the 2004 International Conference on Dependable Systems and Networks
A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
The Art of Deception: Adaptive Precision Reduction for Area Efficient Physics Acceleration
Proceedings of the 40th Annual IEEE/ACM International Symposium on Microarchitecture
Power Management of Interactive 3D Games Using Frame Structures
VLSID '08 Proceedings of the 21st International Conference on VLSI Design
Fool me twice: Exploring and exploiting error tolerance in physics-based animation
ACM Transactions on Graphics (TOG)
Rank based dynamic voltage and frequency scaling fortiled graphics processors
CODES/ISSS '10 Proceedings of the eighth IEEE/ACM/IFIP international conference on Hardware/software codesign and system synthesis
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
Hi-index | 0.00 |
To extend the life of battery-driven mobile devices while maintaining image quality, this work proposes a Program-based Dynamic Precision Selection (PDPS) framework with a dual-mode unified shader. Since fixed-point arithmetic can be performed faster and more energy-efficiently than floating-point arithmetic on power-limited devices, the use of fixed-point rather than floating-point rendering is a critical concern. The proposed PDPS framework is composed of a runtime profile-based mechanism for automatically determining the precision of each shading program in fixed-point arithmetic. Additionally, a scene change detection mechanism is developed to recalculate the rendering precision whenever a 3D scene changes. The results reveal an average 18% reduction in energy and 35% faster performance under fixed-point rendering. The degradation in rendered image quality under the proposed PDPS cannot be detected by the naked eye, and the PSNR is an average of 15% better than that achieved using related approach.