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  • 學位論文

嵌入式圖形處理器之繪圖程式高階耗能模型

A Study on High-Level Energy Model of Embedded GPU

指導教授 : 曹孝櫟

摘要


嵌入式圖型處理器可加速行動裝置上的繪圖程式之繪圖處理,但同時也需消耗可觀的耗電[1]。由電池驅動的行動裝置之耗電量無疑是非常重要的。為了能預估繪圖程式的耗電量,過去研究會去收集GPU硬體元件之計數器的數值來作為耗能模型之參數並預測耗能。但這些參數無法協助繪圖工程師來撰寫較省電之繪圖程式。為了讓繪圖工程師了解繪圖品質與耗能的關係,此篇論文建立了一個只需要繪圖參數,不需要硬體計數器即可預測繪圖程是耗能的耗能模型,以協助繪圖工程師在繪圖品質與耗能中取得一個平衡點。此耗能模型的預估值與實際量測的耗能的誤差為7.7%。

並列摘要


Embedded graphic processing unit (GPU) accelerates a real-time rendering process of a graphics application on mobile devices, however, at the cost of consuming a considerable portion of the system energy [1] which is one of the most critical design issues for battery-operated devices. To estimate the power consumption of a graphics application, conventional approaches collect run-time hardware activities of a GPU, and derive the power consumption of the graphics application based on hardware counters. Unfortunately, these hardware counters and power consumption information are difficult to evaluate from a programmer's point of view. In order to provide graphics programmers a firm notion of how performance and quality relate to energy cost, a high-level power model to assist programmers to balance performance, quality, and energy budget is proposed in this study. The high-level power model only requires high-level graphics data to estimate the power consumption of a graphics program. The error rate of the model is around 7.7%.

並列關鍵字

embedded GPU GPU OpenGL Power Model

參考文獻


[13] I. T. Jolliffe, Principal Component Analysis. New York: Springer Verlag, 2002.
[1] J. M. Vatjus-Anttila, T. Koskela, and S. Hickey, “Power Consumption Model of a Mobile GPU Based on Rendering Complexity,” in Proceedings of the 2013 Seventh International Conference on Next Generation Mobile Apps, Services and Technologies, Washington, DC, USA, 2013, pp. 210–215.
[2] ImaginationTechnologies Ltd, “PowerVR Series 5 Architecture Guide for Developers.” 2014.
[3] D. Shreiner, G. Sellers, J. M. Kessenich, and B. M. Licea-Kane, OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, 8th ed. Addison-Wesley Professional, 2013.
[4] A. Munshi, D. Ginsburg, and D. Shreiner, OpenGL(R) ES 2.0 Programming Guide, 1st ed. Addison-Wesley Professional, 2008.

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