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Cost-effective frame rate control for mobile GPUs

Published: 28 November 2016 Publication History

Abstract

Nowadays, there has been a trend towards complex rendering for PC-like realistic visual quality in mobile graphics industry. When scenes are nearly static, a fixed high frame rate wastes power consumption for negligible user-perceivable benefits. To alleviate this, some recent techniques are studied for dynamic frame rate scaling [Yan 2015] which skips frames based on the states of contents. However, they can make visible artifacts such as judder and strobing, unless computing complex methods are required for accurate measurement of inter-frame variation. They may mitigate the artifacts but demand high computational power.

References

[1]
Yan, Y., He, S., Liu, Y., & Huang, L. 2015. Optimizing power consumption of mobile games. In Proc. of the Workshop on Power-Aware Computing and Systems, pp. 12--25.
[2]
Oterhals, J. E., Nystad, J., Eriscsson, L., Liland, E., & Crosford, D. 2010. Graphics processing system. U.S. Patent Application No. 12/355,459.

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  1. Cost-effective frame rate control for mobile GPUs

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    cover image ACM Conferences
    SA '16: SIGGRAPH ASIA 2016 Posters
    November 2016
    96 pages
    ISBN:9781450345408
    DOI:10.1145/3005274
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 28 November 2016

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    Author Tags

    1. frame rate control
    2. mobile GPU
    3. power optimization

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    SA '16: SIGGRAPH Asia 2016
    December 5 - 8, 2016
    Macau

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