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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 郭大維 | |
dc.contributor.author | Wei-Ming Chen | en |
dc.contributor.author | 陳威銘 | zh_TW |
dc.date.accessioned | 2021-06-16T02:51:26Z | - |
dc.date.available | 2015-11-09 | |
dc.date.copyright | 2015-10-12 | |
dc.date.issued | 2015 | |
dc.date.submitted | 2015-07-14 | |
dc.identifier.citation | [1] Most popular Apple App Store categories in March 2015. http://www.statista.com/statistics/270291/popular-categories-inthe-app-store/.
[2] Bren Mochocki, Kanishka Lahiri, and Srihari Cadambi. Power Analysis of Mobile 3D Graphics. In Proc. of IEEE DATE, pages 502–507, 2006. [3] Yan Gu, S. Chakraborty, and Wei Tsang Ooi. Games Are Up for DVFS. In Proc. of IEEE/ACM DAC, pages 598–603, 2006. [4] Kent W. Nixon, Xiang Chen, Hucheng Zhou, Yunxin Liu, and Yiran Chen. Mobile GPU Power Consumption Reduction via Dynamic Resolution and Frame Rate Scaling. In Proc. of USENIX HotPower, pages 5–5, 2014. [5] Mark Weiser, Brent Welch, Alan Demers, and Scott Shenker. Scheduling for Reduced CPU Energy. In Proc. of USENIX OSDI, 1994. [6] Frances Yao, Alan Demers, and Scott Shenker. A Scheduling Model for Reduced CPU Energy. In Proc. of IEEE FOCS, pages 374–382, 1995. [7] Venkatesh Pallipadi and Alexey Starikovskiy. The Ondemand Governor: Past, Present, and Future. In Proc. of Linux Symposium, pages 223–238, 2006. [8] Beilei Sun, Xi Li, Jiachen Song, Zhinan Cheng, Yuan Xu, and Xuehai Zhou. Texture-Directed Mobile GPU Power Management for Closed-Source Games. In Proc. of IEEE HPCC, pages 348–354, 2014. [9] Yan Gu and S. Chakraborty. Power Management of Interactive 3D Games Using Frame Structures. In Proc. of IEEE VLSID, pages 679–684, 2008. [10] Yan Gu and S. Chakraborty. Control Theory-based DVS for Interactive 3D Games. In Proc. of IEEE/ACM DAC, pages 740–745, 2008. [11] B. Dietrich, S. Nunna, D. Goswami, S. Chakraborty, and M. Gries. LMS-based Low-Complexity Game Workload Prediction for DVFS. In Proc. of IEEE/ACM ICCD, pages 417–424, 2010. [12] B. Dietrich and S. Chakraborty. Forget the battery, let’s play games! In Proc. of IEEE ESTIMedia, 2014. [13] Bhojan Anand, A. L. Ananda, Mun Choon Chan, Long Thanh Le, and Rajesh Krishna Balan. Game action based power management for multiplayer online game. In Proceedings of the 1st ACM Workshop on Networking, Systems, and Applications for Mobile Handhelds, MobiHeld ’09, pages 55–60, New York, NY, USA, 2009. ACM. [14] Anuj Pathania, Qing Jiao, Alok Prakash, and Tulika Mitra. Integrated CPU-GPU Power Management for 3D Mobile Games. In Proc. of IEEE/ACM DAC, pages 40:1–40:6, 2014. [15] Alok Prakash Tulika Mitra Anuj Pathania, Alexandru Eugen Irimiea. Power-Performance Modelling of Mobile Gaming Workloads on Heterogeneous MPSoCs. In Proc. of IEEE/ACM DAC, 2015. [16] Benedikt Dietrich and Samarjit Chakraborty. Power management using game state detection on android smartphones. In Proc. of ACM MobiSys, 2013. [17] Dongwon Kim, Nohyun Jung, and Hojung Cha. Content-centric display energy management for mobile devices. In Proc. of IEEE/ACM DAC, 2014. | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/54341 | - |
dc.description.abstract | 在行動裝置上,圖形密集型遊戲應用程式已經越來越普及所以變得更為重要了,這類的應用程式高度需求CPU 和GPU 的資源。然而,目前的行動裝置系統的設計導致了不必要的能源浪費。這是因為缺乏考慮在應用程式所執行的階段和用戶的關注程度(使用者需求層級隔閡),以及功率管理的設計上每個處理器只負責管理它自己的資源(處理器層級隔閡)。在本論文中,我們提出了一個以用戶為中心的CPU-GPU 架構,其目標在減少能源消耗並不顯著犧牲用戶體驗。為了彌補在使用者需求層級隔閡,我們在系統運行時將辨識用戶的需求,並相應調整各個處理器至適當的管理政策。另一方面,為了彌補在處理器層級隔閡,所提出的管理框架觀察CPU-GPU 間相互運作的情況,了解和處理器間的需求與目的。我們實現我們的框架在了三星GalaxyS4 上,並使用行動裝置上現有的3D 遊戲進行了廣泛的實驗。實驗結果表明,對於互動性強且使用者需求頻繁變換的應用程式,我們提出的架構可以減少45.1% 的能源消耗相比於目前最先進對於遊戲進行中的系統資源管理策略,並且沒有顯著犧牲應用程式中用戶的體驗。
關鍵字: 異質系統, GPU, 整合排程, 資源管理, 動態電壓調節, 節能, 行動系統, 3D 手機遊戲 | zh_TW |
dc.description.abstract | Among the mobile apps, graphics-intensive game applications, which are highly demanding of both the CPU and the GPU, exhibit their importance by owning significant popularity. However, the design of current mobile systems has led to unnecessary energy waste. This is because, first, the lack of consideration in application phases and user attention (demand-level gap)
and, second, the power management design for each processor administers in its own way (processor-level gap). In this paper, we propose a user-centric CPU-GPU governing framework which aims at reducing energy consumption without sacrificing user experience significantly. To bridge the gap at the demand level, we identify the user demand at runtime and determine accordingly the appropriate governing policies for respective processors. On the other hand, to bridge the gap at the processor level, the proposed framework interprets the frequency scaling intents of processors based on the observation of the CPU-GPU interaction and the processor status. We have implemented our framework on Samsung Galaxy S4, and conducted extensive experiments with real-world 3D gaming apps. The experiment results showed that, for an application being highly interactive and frequent phase changing, our framework can reduce 45.1% energy consumption when compared with the stateof- the-art policy without sacrificing user experience significantly. Keyword: Heterogeneous system, GPU, joint scheduling, resource management,DVFS, energy efficient, mobile system, 3D mobile games | en |
dc.description.provenance | Made available in DSpace on 2021-06-16T02:51:26Z (GMT). No. of bitstreams: 1 ntu-104-R02922032-1.pdf: 859934 bytes, checksum: cfe9db98b17fbb688fa86a20cef26671 (MD5) Previous issue date: 2015 | en |
dc.description.tableofcontents | Contents
口試委員會審定書 i 中文摘要ii Abstract iii Contents iv List of Figures vi List of Tables vii 1 INTRODUCTION 1 2 Background and Motivation 4 2.1 Background Information 4 2.2 Example of Benefits 5 3 USER-CENTRIC CPU-GPU GOVERNING FRAMEWORK 9 3.1 Framework Overview 9 3.2 User Demand Classification 10 3.3 Unified Policy Selection 12 3.4 Frequency-Scaling Intent Communication 14 4 Performance Evaluation 16 4.1 Experiment Setup 16 4.2 Experiment Results 18 5 Concluding Remarks 25 Bibliography 26 | |
dc.language.iso | en | |
dc.title | 在行動裝置上針對3D 遊戲設計以使用者為中心之CPU-GPU
共同管理架構 | zh_TW |
dc.title | A User-Centric CPU-GPU Governing Framework for 3D Games
on Mobile Devices | en |
dc.type | Thesis | |
dc.date.schoolyear | 103-2 | |
dc.description.degree | 碩士 | |
dc.contributor.coadvisor | 修丕承 | |
dc.contributor.oralexamcommittee | 施吉昇,洪士灝,薛智文 | |
dc.subject.keyword | 異質系統,GPU,整合排程,資源管理,動態電壓調節,節能,行動系統,3D手機遊戲, | zh_TW |
dc.subject.keyword | Heterogeneous system,GPU,joint scheduling,resource management,DVFS,energy efficient,mobile system,3D mobile games, | en |
dc.relation.page | 27 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2015-07-14 | |
dc.contributor.author-college | 電機資訊學院 | zh_TW |
dc.contributor.author-dept | 資訊工程學研究所 | zh_TW |
顯示於系所單位: | 資訊工程學系 |
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