2013 Seventh International Conference on Next Generation Mobile Apps, Services and Technologies 2013
DOI: 10.1109/ngmast.2013.45
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Power Consumption Model of a Mobile GPU Based on Rendering Complexity

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Cited by 15 publications
(11 citation statements)
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“…Similar to previous work [VAKH13], we observe that GPU power consumption follows an inverted exponential function between a minimum P m and a maximum P M power, as the rendering load increases. Given a rendering configuration s and camera parameters c , we thus propose the following power consumption model: …”
Section: Power Prediction Modelsupporting
confidence: 87%
See 1 more Smart Citation
“…Similar to previous work [VAKH13], we observe that GPU power consumption follows an inverted exponential function between a minimum P m and a maximum P M power, as the rendering load increases. Given a rendering configuration s and camera parameters c , we thus propose the following power consumption model: …”
Section: Power Prediction Modelsupporting
confidence: 87%
“…Instead, we aim at predicting power consumption using only rendering information, in order to obtain a model directly related to scene complexity. Vatjus‐Anttila et al [VAKH13] proposed a model for GPU power consumption taking into account the contributions of three different primitives separately (batches, triangles, and texels), and combining them as a weighted sum. Different from this approach, our model includes render passes, takes into account all primitives simultaneously, includes the number of fragment shader invocations instead of texels as a better predictor of power consumption, and adapts in real‐time to changes in the scene.…”
Section: Related Workmentioning
confidence: 99%
“…e design objective is dded GPUs which bove energy models ters to estimate the reted by application [1] built an energy cteristics: number of heir proposed energy n of the graphic ically deducted 45% esis that 50% of the ue to the back-face Mochocki et al [10] rent stages of the 3D on, frame rate, level fect the 3D pipelines ystematically design s between high-level . Then, we build a t only requires highr real-time graphic 1] mostly focus on e events by profiling A set of important ache misses, shader they are trained by a (*1 in Fig.…”
Section: Methodsmentioning
confidence: 99%
“…Thus the result is linear as expected to the number of vertices with the slope reflecting to the complexity of the shader program. The time spent on vertex shading ܶ ௩௧௫ is shown in equation (1), where ݊ ௩௧௦ is the number of vertices of the mesh data and ‫ܥ‬ ௩௧௫̴௦ௗ is the complexity of the given vertex shader program.…”
Section: A1 Vertex Shadermentioning
confidence: 99%
“…In addition, compressed textures also require less RAM memory, and consequently, require a smaller number of memory accesses in the mobile chipset. According to Vatjus-Anttila et al [86], use of compressed textures typically results in four-six times lesser use of RAM memory. They concluded that from the standpoint of the mobile chipset, the use of JPEGs (i.e., RGB data) resulted approximately in 5-15 % higher energy consumption than the use of compressed textures.…”
Section: Data Type Transformationmentioning
confidence: 99%