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Power Analysis of Mobile 3D Graphics

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Scan-line conversion. Pixel rendering. Texturing. Texturing. 10. Workload Across Applications ... Scan-line. conversion. Per-pixel. Operations. Transform ... – PowerPoint PPT presentation

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Title: Power Analysis of Mobile 3D Graphics


1
(No Transcript)
2
-Based Workload
Estimation for Mobile 3D Graphics
  • Bren Mochocki, Kanishka Lahiri, Srihari
    Cadambi, Xiaobo Sharon Hu
  • NEC Laboratories America, University of Notre
    Dame

DAC 2006
3
Mobile Graphics Technology
  • Increasing resource load
  • Performance (Speed)
  • Lifetime (Energy)

Graphics Technology
Advanced 3D
Basic 3D
Video clips
2D color
1997
Time
4
Meeting Performance/Lifetime Requirements
Hardware Solutions
  • Woo, 04
  • low-power 3D ASIC
  • Kameyama, 03
  • low-power 3D ASIC
  • Gu, Chakraborty, Ooi, 06
  • Games are up for DVFS
  • Akenine-Moller, 03
  • Texture compression
  • for mobile terminals
  • Mochocki, Lahiri, Cadambi, 06
  • DVFS for mobile 3D graphics

Graphics Algorithms
System - Level Optimizations
  • Tack, 04
  • LoD control for mobile terminals

Accurate workload prediction is critical
5
Mobile 3D Workload Estimation
  • Why?
  • Adapt architectural parameters
  • Adapt application parameters
  • Better on-line resource management
  • Desirable properties
  • Speed must be performed on-line
  • Accuracy
  • Compact

6
Workload-Estimation Spectrum
General Purpose Simplicity
Application specific Accuracy
History-Based Predictors
Analytical Predictors
  • General purpose history-based predictors provide
    poor prediction accuracy for rapidly changing
    workloads
  • Highly accurate analytical schemes are too
    complex for use at run time

7
Workload-Estimation Spectrum
General Purpose Simplicity
Application specific Accuracy
Signature-Based Predictor
  • Uses combination of history and
    application-specific parameters (the signature)
    to predict future workload
  • Strikes a balance between simplicity and accuracy
  • Preserves both cause AND effect
  • Preserves substantial history

8
Outline
  • Introduction and Motivation
  • Background
  • 3D-pipeline Basics
  • Challenges in workload Estimation
  • Signature-Based Workload Prediction
  • Experimental Results
  • Conclusions

9
3D Pipeline Basics
  • 3D representation ? 2D image

Geometry
Setup
Rendering
World View
Camera View
Raster View
Frame Buffer
  • Transformations
  • Lighting
  • Clipping
  • Scan-line conversion
  • Pixel rendering
  • Texturing

10
Workload Across Applications
12
RoomRev
TexCube
10
8
6
Execution Cycles (ARM, x107)
4
2
0
Benchmark
  • Workload varies significantly between
    applications
  • Prediction scheme must be flexible

11
Workload Within an Application
  • Workload can change rapidly between frames

Race
geometry
render
Execution Cycles (ARM, x107)
setup
1
16
31
46
61
76
91
106
121
136
151
166
181
196
Frame
12
Outline
  • Introduction and Motivation
  • Background
  • Signature-Based Workload Prediction
  • Signature Generation
  • Method Overview
  • Pipeline Modifications
  • Experimental Results
  • Conclusions

13
Example
Signature ltvertex count, avg. areagt
3D Pipeline
end frame

Frame Buffer
Application
extract
extract signature
measure workload
1.0e4
lt6, 2.5gt
Signature Workload



Default
Signature Table
Workload Prediction
14
Example
Signature ltvertex count, avg. areagt
3D Pipeline
end frame

Frame Buffer
Application
extract
extract signature
measure workload
1.0e4
lt6, 2.5gt
Signature Workload
lt6, 2.5gt


Signature Table
1.0e4
1.0e4
Workload Prediction
15
Example
Signature ltvertex count, avg. areagt
3D Pipeline
end frame

Frame Buffer
Application
extract
No overlap (render all pixels)
extract signature
measure workload
1.2e4
lt6, 2.5gt
Signature Workload
lt6, 2.5gt


Signature Table
1.0e4
1.0e4
Workload Prediction
16
Partitioning the 3D pipeline
ORIGINAL
GEOMETRY
SETUP
RENDER
Application
Display
Transform
Clipping
Transform
Clipping
Lighting
Scan-line conversion
Per-pixel Operations
Lighting
Scan-line conversion
Per-pixel Operations
PARTITIONED
Application
Display
Transform Clipping
Scan-line conversion
Per-pixel Operations
Lighting
Buffer
Pre-Buffer
Post Buffer
17
Pipeline Workload
  • Pre-buffer workload is less than 10 of the total
    workload
  • Pre-buffer variation is small
  • Post-buffer workload is large with significant
    variation

18
Signature Composition
  • Can vary by application
  • May include
  • Average Triangle Area
  • Average Triangle Height
  • Total vertex count
  • Lit vertex count
  • Number of lights
  • Any measurable parameter
  • Larger signatures ? more accurate
  • Smaller signatures ? less time space

19
Outline
  • Introduction Background
  • Experimental Framework
  • Signature-Based Workload Prediction
  • Experimental Results
  • Evaluation Framework
  • Signature length vs. accuracy
  • Frame Rate
  • Energy
  • Conclusions

20
Architectural View
  • pre-buffer
  • signature extraction

post-buffer
Applications Processor
Programmable 3D Graphics Engine
Performance counter
System-level Communication Architecture
Frame Buffer
Memory
measure workload
  • buffer
  • signature table

output
21
Evaluation Framework
OpenGL/ES library Instrumented with pipeline
stage triggers Hans-Martin Will
Vincent
Fast, cycle-accurate Simulation W. Qin
3D application
Cross Compiler ARM g
Simit-ARM
OpenGL/ES 1.0 3D application
Trace simulator of mobile 3D pipeline
Triangle, Instruction, Trigger traces
Workload prediction scheme
Trace Simulator
Architecture Model
Processor Energy Model
3D pipeline Performance/power
Simulation output
22
Workload Accuracy
gt 2 fps error at peaks
Average Error (normalized)
Peaks lt 1 fps
ltagt 2 bytes
lta,bgt 6 bytes
lta,b,cgt 10 bytes
lta,b,c,dgt 14 bytes
Signature Complexity
ltagt triangle count, ltbgt avg. area, ltcgt avg.
height, ltdgt vertex count
23
Frame Rate
High peaks result in wasted energy
Target
Low valleys result in poor visual quality
24
Workload prediction for DVFS
32 energy reduction
25
Outline
  • Introduction Background
  • Experimental Framework
  • Signature-Based Workload Prediction
  • Experimental Results
  • Conclusions

26
Conclusions
  • Accurate 3D workload prediction critical for
    mobile platforms.
  • Proposed signature-based method
  • Outperforms conventional history methods
  • Trade accuracy for time space
  • Can be used to meet real time constraints and
    conserve energy.

27
Future Work
  • Automatic selection of signature elements
  • More sophisticated data structures for signature
    storage
  • Faster comparison and replacement algorithms

28
-Based Workload
Estimation for Mobile 3D Graphics
Questions?
  • Bren Mochocki, Kanishka Lahiri, Srihari
    Cadambi, Xiaobo Sharon Hu
  • NEC Laboratories America, University of Notre
    Dame

DAC 2006
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