Dynamically Selective Performance Optimization Method for Mobile 3D Graphics Application with N-Screen Service

In this paper, we focus on a dynamically selective performance optimization method for mobile 3D graphics applications under n-screen service environment. Thus, an effective solution to enhance the performance is required to support real time processing under limited network bandwidth. This method c...

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Veröffentlicht in:Wireless personal communications 2017-06, Vol.94 (3), p.369-391
Hauptverfasser: Piao, Jin-Chun, Cho, Chang-Woo, Kim, Cheong-Ghil, Burgstaller, Bernd, Kim, Shin-Dug
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container_end_page 391
container_issue 3
container_start_page 369
container_title Wireless personal communications
container_volume 94
creator Piao, Jin-Chun
Cho, Chang-Woo
Kim, Cheong-Ghil
Burgstaller, Bernd
Kim, Shin-Dug
description In this paper, we focus on a dynamically selective performance optimization method for mobile 3D graphics applications under n-screen service environment. Thus, an effective solution to enhance the performance is required to support real time processing under limited network bandwidth. This method can be employed to apply quality loss techniques that trade the quality within the range of tolerance over performance. First, we describe performance optimization methods for mobile graphics applications in 2 dimensions: Graphic Processing Unit (GPU) performance and image quality. Second, we present an adaptive level-of-detail (LOD) configuration method for graphics applications via OpenGL ES API level. Third, we show how OpenGL ES library hooking method can be employed to apply quality loss techniques that trade quality over performance. Last, we argue that OpenGL ES library hooking method is crucial to achieve higher performance, since it can be used in common android phones without any source code modification of applications. Overall, the experimental result shows that the proposed technique allows 24 % of performance improvement for all applied methodologies, and 4 % improvement for some selected methodologies while causing around 14 and 2 % of quality degradation, respectively. Thus, our approach can support an acceptable trade-off by determining the level of reduced quality that would lead to the desired performance improvements of the mobile GPU.
doi_str_mv 10.1007/s11277-015-3059-x
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subjects 3-D graphics
Communications Engineering
Computer Communication Networks
Engineering
Graphics processing units
Hardware reviews
Image quality
Libraries
Networks
Optimization
Quality
Signal,Image and Speech Processing
Smartphones
title Dynamically Selective Performance Optimization Method for Mobile 3D Graphics Application with N-Screen Service
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