Power Analysis of Mobile 3D Graphics Bren Mochocki Dept of CSE, University of Notre Dame Notre Dame Kanishka Lahiri Srihari Cadambi NEC Laboratories America.

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Presentation transcript:

Power Analysis of Mobile 3D Graphics Bren Mochocki Dept of CSE, University of Notre Dame Notre Dame Kanishka Lahiri Srihari Cadambi NEC Laboratories America Princeton Design, Automation and Test in Europe, DATE '06 Presenter : Kai-Shu Su

2 Outline  Abstract  Introduction  3D graphic pipeline  Evaluation framework  Performance and energy analysis  Power saving techniques  Conclusions

3 Abstract The world of 3D graphics, until recently restricted to high-end workstations and game consoles, is rapidly expanding into the domain of mobile platforms such as cellular phones and PDAs. Even as the mobile chip market is poised to exceed production of 500 million chips per year, incorporation of 3D graphics in handhelds poses several serious challenges to the hardware designer. Compared with other platforms, graphics on handhelds have to contend with limited energy supplies and lower computing horsepower. Nevertheless, images must still be rendered at high quality since handheld screens are typically held closer to the observer’s eye, making imperfections and approximations very noticeable. In this paper, we provide an in-depth quantitative analysis of the power consumption of mobile 3D graphics pipelines. We analyze the effects of various 3D graphics factors such as resolution, frame rate, level of detail, lighting and texture maps on power consumption. We demonstrate that significant imbalance exists across the workloads of different graphics pipeline stages. In addition, we illustrate how this imbalance may vary dynamically, depending on the characteristics of the graphics application. Based on this observation, we identify and compare the benefits of candidate Dynamic Voltage and Frequency Scaling (DVFS) schemes for mobile 3D graphics pipelines. In our experiments we observe that DVFS for mobile 3D graphics reduces energy by as much as 50%.

4 Outline  Abstract  Introduction  3D graphic pipeline  Evaluation framework  Performance and energy analysis  Power saving techniques  Conclusions

5 Introduction(1)  What’s the problem  With the increasing popularity and capabilities of mobile computing devices, a very large volume opportunity exists for 3D graphics (game, GPS-backed map)  Similar to the evolution of console gaming, players of mobile games will expect high-quality 3D experience Slower processor Lower resolution Limited battery lifetime  Improvements in battery technology alone cannot be expected to satisfy the energy requirements of 3D graphics processing in future handheld devices

6 Introduction(2)  The prediction and analysis of 3D workload requirements  There are different factors that influence energy consumption of a handheld device while running a 3D graphics application  Dynamic Frequency Scaling (DFS) Programmable Power Optimizer -- frequency is scalable by the software to adjust the frame rate during run-time  A significant opportunity exists for dynamic voltage and frequency scaling (DVFS) in mobile 3D graphics processing

7 Outline  Abstract  Introduction  3D graphic pipeline  Evaluation framework  Performance and energy analysis  Power saving techniques  Conclusions

8 3D graphic pipeline(1)  3D graphic pipeline architecture  Geometry stage Applies geometric transforms to each triangle Computes its perspective projection onto the screen Culls triangles that will not be seen computes shading information for each vertex  Triangle setup stage Determines which pixels lie within the projection of each triangle Along each triangle edge, it uses interpolation and lookup to obtain shading, texture and z-values for each pixel  Rendering stage Computes the actual color for each pixel Hidden-surface elimination

9 3D graphic pipeline(2)  Key quality factors of 3D graphic  Resolution -- total number of pixels on the screen Handheld devices are consequently demand a higher number of pixels per inch than desktop monitors  Frame rate -- the rate with which the scene is redrawn Should be at least 10 to 12 frames per second (fps)  Level of detail (LoD) -- the sampling used to represent curved shapes with triangular patches Determines how smooth the shapes’ silhouettes appear  Lighting model -- the type of lighting applied to the scene Spot lighting 、 Point lighting 、 Parallel lighting  Texture model -- how textures, usually in the form of 2D images, are applied to surfaces

10 Outline  Abstract  Introduction  3D graphic pipeline  Evaluation framework  Performance and energy analysis  Power saving techniques  Conclusions

11 Evaluation framework(1)  System architecture consisting of three embedded processors  The different pipeline stages communicate with each other through shared buffers mapped to local memories  DMA engines transfer data between stages  OpenGL/ES library

12 Evaluation framework(2)  3D graphic benchmark  TexCube which features the rotation of a textured cube on one of its diagonals,  RoomRev which depicts a revolving room containing curved geometric objects  MovSphere which displays a lit sphere moving toward the camera with increasing LoD

13 Evaluation framework(2)  Imbalance in the Graphics Pipeline  TexCube Rendering consumes 11x more cycles than geometry and setup combined  RoomRev Geometry has the maximum workload, exceeding rendering by X  MovSphere setup dominates rendering by 9X  Clearly, large, application-dependent imbalances may exist between different pipeline stages Screen resolution : 176x220

14 Outline  Abstract  Introduction  3D graphic pipeline  Evaluation framework  Performance and energy analysis  Power saving techniques  Conclusions

15 Performance and energy analysis(1)  Key quality factors  Level of Detail  Resolution  Lighting  Texture Maps  Use the information to devise energy-saving strategies

16 Performance and energy analysis(2)  Effect on Performance  Level of Detail (LoD) A LoD of d implies that 4^(d+1) triangles are used to represent the sphere Use MovSphere benchmark The geometry and triangle setup execution times increase exponentially with LoD The number of vertices on which the geometry stage operates is linearly proportional to the number of triangles If the LoD can be reduced without affecting picture quality, performance can be significantly enhanced

17 Performance and energy analysis(3)  Effect on Performance  Resolution Use MovSphere benchmark with a LoD of 3 At high resolutions, the predominant performance bottleneck and power consumption unit is the rendering engine

18 Performance and energy analysis(4)  Effect on Performance  Lighting All with LoD of 3 Activating any of the lighting schemes comes with a large cost to the geometry stage, since lighting is done on a per-vertex basis Spotlight requires a larger LoD to produce better picture quality It is clear that graphics application programmers should minimize the use of spotlights to enhance handheld graphics performance

19 Performance and energy analysis(6)  Influence on Energy  Resolution The execution time of the rendering stage increases the fastest with resolution  LoD With increasing LoD, the geometry stages becomes the performance bottleneck The geometry and rendering bottlenecks might offset each other during the course of the application  Lighting The cost for activating lighting is very large in the geometry stage but has little impact on other stages It may be possible in some cases to replace the lighting calculation with ”pre-lit” texture maps, thus shifting the workload for some objects from the geometry to the render stage  Texture Maps With the linear scheme proving to be more computationally expensive

20 Outline  Abstract  Introduction  3D graphic pipeline  Evaluation framework  Performance and energy analysis  Power saving techniques  Conclusions

21 Power saving techniques(1)  Effectively exploit the imbalance between different stages of the graphics pipeline via DVFS  DVFS  Each stage in the graphics pipeline uses a different voltage and frequency  Use history-based workload predictors for 3D graphics to set voltage and frequency

22 Power saving techniques(1)  Workload Prediction Schemes  Oracle Uniform (OU) Perfect workload predictor The voltage and frequency of the geometry, setup and rendering stages are all set to the same value (the maximum of the three stages)  Oracle Non-uniform (ON) Compare with OU1, the voltage and frequency of the each pipeline stage is set independently  Uniform Window-based Predictor 1 (UW1) The workload of each pipeline stage in the current frame is predicted to be the same as the corresponding workloads in the previous frame The voltage and frequency of the each stage are set to the same value  Uniform Window-based Predictor 5 (UW5) The workload of the current frame is determined using the average of the workloads of 5 previous frames  Non-uniform Window-based Predictor 1 (NW1) Compare with UW1, the voltage and frequency of the each pipeline stage is set independently  Non-uniform Window-based Predictor 5 (NW5) Compare with NW1, the workload of the current frame is determined using the average of the workloads of 5 previous frames

23 Power saving techniques(2)  Results for DVFS-based Energy Reduction Schemes  Benchmark : multicube An extension of the texcube example consisting of 3 cubes revolving around a central frustum  Comparing “Oracle Uniform” against baseline DFS shows that voltage scaling alone reduces energy by 42%  Non-uniform voltage scaling (“Oracle Non-uniform”) further reduces energy by 19%  With non-uniform voltage scaling with history-based workload prediction, we see an energy reduction of 54% compared to DFS

24 Power saving techniques(3)  Results for DVFS-based Energy Reduction Schemes  Benchmark : multicube  Like all predictors, the estimates of history-based predictors can be inaccurate  The average frame rate for history-based predictors is close to the target of 25 fps

25 Power saving techniques(4)  Results for DVFS-based Energy Reduction Schemes  Benchmark : MovSphere  The history-based predictors have a downward spike in the frame rate between the frames where the LoD switch occurs  History-based predictors are not suitable when workloads change quickly by large amounts

26 Outline  Abstract  Introduction  3D graphic pipeline  Evaluation framework  Performance and energy analysis  Power saving techniques  Conclusions

27 Conclusions  In this paper we presented a detailed quantitative analysis of the workload variations and imbalances of different stages of a mobile 3D graphics pipeline  The potential for DVFS based power savings that exploit such variations and imbalances  History-based DVFS strategies achieve success for examples with slowly changing graphics workloads, with savings of over 50%.