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Power analysis of mobile 3D graphics
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Source Design, Automation, and Test in Europe archive
Proceedings of the conference on Design, automation and test in Europe: Proceedings table of contents
Munich, Germany
SESSION: Power-efficient hardware/software architectures table of contents
Pages: 502 - 507  
Year of Publication: 2006
ISBN:3-9810801-0-6
Authors
Bren Mochocki  University of Notre Dame Notre Dame, IN
Kanishka Lahiri  NEC Laboratories America Princeton, NJ
Srihari Cadambi  NEC Laboratories America Princeton, NJ
Sponsors
: The EDA Consortium
EDAA : European Design and Automation Association
IEEE-CS\DATC : The IEEE Computer Society
Publisher
European Design and Automation Association  3001 Leuven, Belgium, Belgium
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ABSTRACT

The world of 3D graphics, until recently restricted to high-end workstations and game consoles, is rapidly expanding into the domain of mobile platforms such as cellular phones and PDAs. Even as the mobile chip market is poised to exceed production of 500 million chips per year, incorporation of 3D graphics in handhelds poses several serious challenges to the hardware designer. Compared with other platforms, graphics on handhelds have to contend with limited energy supplies and lower computing horsepower. Nevertheless, images must still be rendered at high quality since handheld screens are typically held closer to the observer's eye, making imperfections and approximations very noticeable.In this paper, we provide an in-depth quantitative analysis of the power consumption of mobile 3D graphics pipelines. We analyze the effects of various 3D graphics factors such as resolution, frame rate, level of detail, lighting and texture maps on power consumption. We demonstrate that significant imbalance exists across the workloads of different graphics pipeline stages. In addition, we illustrate how this imbalance may vary dynamically, depending on the characteristics of the graphics application. Based on this observation, we identify and compare the benefits of candidate Dynamic Voltage and Frequency Scaling (DVFS) schemes for mobile 3D graphics pipelines. In our experiments we observe that DVFS for mobile 3D graphics reduces energy by as much as 50%.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Bren Mochocki: colleagues
Kanishka Lahiri: colleagues
Srihari Cadambi: colleagues