Skip to main content

Adaptive CPU Scheduling to Conserve Energy in Real-Time Mobile Graphics Applications

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 5358))

Abstract

Graphics rendering on mobile devices is severely restricted by available battery energy. The frame rate of real-time graphics applications fluctuates due to continual changes in the LoD, visibility and distance of scene objects, user interactivity, complexity of lighting and animation, and many other factors. Such frame rate spikes waste precious battery energy. We introduce an adaptive CPU scheduler that predicts the applications workload from frame to frame and allocates just enough CPU cycles to render the scene at a target rate of 25 FPS. Since the applications workload needs to be re-estimated whenever the scenes LoD changes, we integrate our CPU scheduler with LoD management. To further save energy, we try to render scenes at the lowest LoD at which the user does not see visual artifacts on a given screen. Our integrated Energy-efficient Adaptive Real-time Rendering (EARR) heuristic reduces energy consumption by up to 60% while maintaining acceptable image quality at interactive frame rates.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Mobile Games Indus. Worth US $11.2B by 2010 (2005), http://www.3g.co.uk/PR/May2005/1459.htm

  2. Wu, F., Agu, E., Lindsay, C.: Pareto-Based Perceptual Metric for Imperceptible Simplification on Mobile Displays. In: Proc. Eurographics 2007 (2007)

    Google Scholar 

  3. Yuan, W., Nahrstedt, K.: Practical voltage scaling for mobile multimedia device. In: Proc. of ACM MM 2004, pp. 924–931 (2004)

    Google Scholar 

  4. Flinn, J., de Lara, E., Satyanarayanan, M., Wallach, D., Zwaenepoel, W.: Reducing the energy usage of office applications. In: Proc. of Middleware 2001 (2001)

    Google Scholar 

  5. Tamai, M., Sun, T., Yasumoto, K., Shibata, N., Ito, M.: Energy-aware video streaming with QoS control for portable computing devices. In: Proc. of ACM NOSSDAV 2004, pp. 68–73 (2004)

    Google Scholar 

  6. Liu, X., Shenoy, P., Corner, M.: Chameleon: Application level power management with performance isolation. In: Proc. ACM MM 2005 (2005)

    Google Scholar 

  7. Funkhouser, T., Sequin, C.: Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments. In: Proc. of ACM SIGGRAPH 1993, pp. 247–254 (1993)

    Google Scholar 

  8. Lext, J., Assarsson, U., Moller, T.: A Benchmark for Animated Ray Tracing. IEEE Computer Graphics and Applications 21(2), 22–31 (2001)

    Article  Google Scholar 

  9. Gobbeti, E., Bouvier, E.: Time-Critical Multiresolution Scene Rendering. In: Proc. of IEEE Visualizatoin, pp. 123–130 (1999)

    Google Scholar 

  10. Winmmer, M., Wonka, P.: Rendering time estimation for Real-Time Rendering. In: Proc. of the Eurographics Symposium on Rendering, pp. 118–129 (2003)

    Google Scholar 

  11. Tack, N., Moran, F., Lafruit, G., Lauwereins, R.: 3D Rendering Time Modeling and Control for Mobile Terminals. In: Proc. of ACM Web3D Synposium, pp. 109–117 (2004)

    Google Scholar 

  12. Rohlf, J., Helman, J.: IRIS Perfromer: A High Performance Multiprocessing Toolkit for Real-Time 3D Graphics. In: Proc. ACM SIGGRAPH, pp. 381–395 (1994)

    Google Scholar 

  13. Teller S.: Visibility Computations in Densely Occluded Polyhedral Environments. Ph.D. thesis (1992)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Wu, F., Agu, E., Lindsay, C. (2008). Adaptive CPU Scheduling to Conserve Energy in Real-Time Mobile Graphics Applications. In: Bebis, G., et al. Advances in Visual Computing. ISVC 2008. Lecture Notes in Computer Science, vol 5358. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-89639-5_60

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-89639-5_60

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-89638-8

  • Online ISBN: 978-3-540-89639-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics