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A User-Centric CPU-GPU Governing Framework for 3-D Mobile Games

机译:一个以用户为中心的CPU-GPU管理框架,用于3-D移动游戏

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Graphics-intensive mobile games place different and varying levels of demand on the associated central processing units (CPUs) and graphics processing units (GPUs). In contrast to the workload variability that characterizes games, the current design of the energy governor employed by mobile systems appears to be outdated. In this paper, we review the energy-saving mechanism implemented in an Android system coupled with graphics-intensive gaming workloads from three perspectives: 1) user perception; 2) application status; and 3) the interplay between the CPU and GPU. We observe that there are information gaps in the current system, which may result in unnecessary energy wastage. To resolve the problem, we propose an online user-centric CPU-GPU governing framework. To bridge the identified information gaps, we classify rendered game frames into redundant/changing frames to satisfy user demand, categorize an application into GPU sensitive/insensitive phases to understand the application's demand, and determine the frequency scaling intents of the CPU and GPU to capture processor demand. In response to the measured demand, we employ a required workload estimator, a unified policy selector, and a frequency-scaling intent communicator in the framework to save energy. The proposed framework was implemented on an LG Nexus 5X smartphone, and extensive experiments with real-world 3-D gaming applications were conducted. According to the experiment results, for an application which is low interactive and infrequent phase changing, the proposed framework can, respectively, reduce energy consumption by 25.3% and 39% compared with our previous work and Android governors while maintaining user experience.
机译:图形密集型移动游戏在相关的中央处理单元(CPU)和图形处理单元(GPU)上的需求不同和不同程度的需求。与特征在于游戏的工作量变化相比,移动系统所采用的能量调速器的当前设计似乎已经过时。在本文中,我们审查了在三个视角的图形密集型游戏工作负载中实现的节能机制:1)用户感知; 2)申请状态; 3)CPU和GPU之间的相互作用。我们观察到当前系统中有信息差距,可能导致不必要的能量浪费。要解决问题,我们提出了一个在线用户中心的CPU-GPU管理框架。为了弥合所识别的信息差距,我们将渲染的游戏帧分类为冗余/更改帧以满足用户需求,将应用程序分类为GPU敏感/不区分级以了解应用程序的需求,并确定CPU和GPU的频率缩放意图捕获处理器需求。响应于测量的需求,我们使用所需的工作负载估计器,统一策略选择器和框架中的频率缩放意图通信,以节省能量。拟议的框架是在LG Nexus 5X智能手机上实施的,并进行了具有现实世界3-D游戏应用的广泛实验。根据实验结果,对于互动和不常见的相变的应用,拟议的框架可以分别将能耗降低25.3%和39%,而我们以前的工作和Android调节器,同时保持用户体验。

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