2011 IFIP 9th International Conference on Embedded and Ubiquitous Computing 2011
DOI: 10.1109/euc.2011.15
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An Energy-Efficient Unified Register File for Mobile GPUs

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Cited by 18 publications
(11 citation statements)
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“…(1) DVFS (dynamic voltage/frequency scaling) based techniques Jiao et al 2010;Ma et al 2012;Cebrian et al 2012;Lee et al 2011;Sheaffer et al 2005b;Chang et al 2008;Ren 2011;Anzt et al 2011;Ren et al 2012;Zhao et al 2012;Huo et al 2012;Keller and Gruber 2010;Abe et al 2012;Park et al 2006;Paul et al 2013] (2) CPU-GPU workload division based techniques [Takizawa et al 2008;Rofouei et al 2008;Ma et al 2012;Hamano et al 2009] and GPU workload consolidation (3) Architectural techniques for saving energy in specific GPU components, such as caches Lee et al 2011;Lashgar et al 2013;Arnau et al 2012;Rogers et al 2013;Lee and Kim 2012], global memory [Wang et al 2013;Rhu et al 2013], pixel shader [Pool et al 2011], vertex shader [Pool et al 2008], core data-path, registers, pipeline and thread-scheduling Chu et al 2011;Gebhart et al 2011;Jing et al 2013;Gilani et al 2012;Sethia et al 2013].…”
Section: Overviewmentioning
confidence: 99%
“…(1) DVFS (dynamic voltage/frequency scaling) based techniques Jiao et al 2010;Ma et al 2012;Cebrian et al 2012;Lee et al 2011;Sheaffer et al 2005b;Chang et al 2008;Ren 2011;Anzt et al 2011;Ren et al 2012;Zhao et al 2012;Huo et al 2012;Keller and Gruber 2010;Abe et al 2012;Park et al 2006;Paul et al 2013] (2) CPU-GPU workload division based techniques [Takizawa et al 2008;Rofouei et al 2008;Ma et al 2012;Hamano et al 2009] and GPU workload consolidation (3) Architectural techniques for saving energy in specific GPU components, such as caches Lee et al 2011;Lashgar et al 2013;Arnau et al 2012;Rogers et al 2013;Lee and Kim 2012], global memory [Wang et al 2013;Rhu et al 2013], pixel shader [Pool et al 2011], vertex shader [Pool et al 2008], core data-path, registers, pipeline and thread-scheduling Chu et al 2011;Gebhart et al 2011;Jing et al 2013;Gilani et al 2012;Sethia et al 2013].…”
Section: Overviewmentioning
confidence: 99%
“…Further experimental data with the same SoC shows a peak consumption of the GPU 50% higher than the peak consumption of the CPU [5]. The current trend towards more realistic graphics and therefore, more power hungry applications [6] is just aggravating this issue, so, improving the energy efficiency of mobile GPUs is key for future designs [7], [8], [9], [10], [11], [12], [13], [14], [15]. The development of energy-efficient solutions is a requirement to make possible a richer user experience in these platforms.…”
Section: Introductionmentioning
confidence: 99%
“…While games of those characteristics usually do not involve complex scenes and cutting-edge effects, rendering their scenes still requires a substantial amount of power, a limited resource in batteryoperated devices. Consequently, reducing the energy consumption of the GPU is a major concern of hardware and software designers [5], [6], [7], [8], [9]. Figure 1 shows the average power consumption and GPU load for the Android desktop (without animations), for several commercial Android games and the Antutu benchmark [11], divided into the CPU phase and the GPU phase (Antutu3D).…”
Section: Introductionmentioning
confidence: 99%