parvai - hvs aware adaptive display power management for mobile games
TRANSCRIPT
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PARVAI - HVS Aware Adaptive Display Power
Management for Mobile Games
Bhojan Anand, Li Kecen, Akkihebbal L. Ananda
+Where does the energy go?
Bhojan Anand et al., ‘Adaptive Display Power Management for Mobile Games’, Mobisys
2011
HOW DID WE MEASURE?
+Why Organic LED (OLED)?
Alternate display technology to LCD. (Growing faster!)
Samsung Panasonic Motorola Nokia HTC LG
> 20 models 102p RAZR i Lumia820 One-S
Optimus
5.5” note II
Larger
Screens
7.7” Galaxy Tab
Much wider use – TVs,
Cameras, etc
55”
OL
ED
TV
+Why Games?
Candy Crush Brings
In An Estimated
$633,000 A Day
© Alex Cocotas,
provided by
BUSINESS INSIDER
+Power Consumption of Organic LED
(OLED)
Brighter contents
consumes more power
Each pixel is individually
illuminated in OLEDs
Factor 1: Brightness / Luminance
700 mW
255 mW
+Power Consumption of Organic LED
(OLED)
Disparity in OLED sub-pixel power
consumption
Factor 2: Color / Hue
two sub-pixels per pixel
RGBG - Pentile
Eg. Blue OLED material
Lowest luminance efficiency
(lu/Watt)
Higher current is used to
match luminance with Green
Results in Lower Lifetime
Solution: Larger Blue Sub-pixel.
(Variation in Size & Current for
each sub-pixel)
+Power Consumption of Organic LED
(OLED)
For any given color, we can generate power
efficient color with same brightness level
Factor 2: Color / Hue (Google Nexus One )
+Power Consumption of Organic LED
(OLED)
a) Nexus S
b) Galaxy S2
c) Galaxy Nexus
d) Galaxy S3
Dashed lines ->
normalized to 4
inch2 display.
+HVS Unequal sensitivity to different colours
• The blue cones detect only colour due to low relative sensitivity.
• Light from the blue subpixels does little to help the eye resolve
images, most of it goes to waste.
+PARVAI System
We leverage on HVS characteristics to
manipulate the contents with minimum visual
distortion
+Power Efficient Colour Mapping
For each color C = {r, g, b},
Map to a new color C’= {r’,g’,b’} with
- Minimum power consumption
- Minimum b’
With constraints:
- Hue change
- Saturation change
- Constant brightness/luminance
(Optimization problem)
Input: bLUT - (Look Up Table ordered by Blue) – All Colors (C)- 32bits
Output: bLUT with power efficient color C’
- b’ should be less than b
- Only Top half is searched
+Grid Based Transformations
Local colors and intensities are important
Pixel-by-pixel transformation is computation
intensive
Use Grid Based Transformations with opengl
Blend Function to Blend the colors to get the
target color
HVS Sensitive to local contrast
+Saliency Based Darkening
Center Part is more important then regions
Greater pressure when the sight angle is moving
vertically
For 640x480 screen, 480/640 = 0.75
For each gird cell X,Y:-
Saliency Based Darkening
Distance = abs(X+0.5-Xcenter) * 0.75 + abs(Y+0.5-Ycenter)
+Two Modes
Conservative:-
Quality Comparable to Original
Aggressive
Applies Power Efficient Color Mapping
Darker content outside the Area of Interest
Applies only Power Efficient Color Mapping
Power Efficient Color
Mapping
Saliency Based
Darkening+
+ Final Run-Time AlgorithmInput: Frame, Mode (aggressive or conservative)
Output: Power efficient Frame
Segment Frame to Virtual Grids
For Each Grid
Compute RAVE, GAVE, BAVE
Blue
Dominant?Color Map using bLUT
Aggressive
mode?
Calculate Distance and
Apply Darkening
+ EvaluationOriginal Conservative (Best Quality)
GCL: 0.75; MSSIM: 0.82 (6%)GCL: 0; MSSIM: 1
GCL: 4.488; MSSIM: 0.70 (27%)GCL: 3.713; MSSIM: 0.85 (27%)
Aggressive Simple Linear Darkening
+ Evaluation
Original Conservative (Best Quality)
Aggressive Simple Linear DarkeningGCL: 10.466; MSSIM: 0.78 (47%)
GCL: 1.411; MSSIM: 0.81 (13%)
GCL: 9.283; MSSIM: 0.80 (47%)
+Evaluation - User Study
Images and Game Play Video
Randomly selected images from a pool of
Images.
Randomly Selected Version: Original,
Simple Darkening, Conservative and
Aggressive
Select the Best - Colour, Brightness, Clarity
+Contribution
Color Mapping Algorithm for Energy Efficiency
leveraging on the Non-linear response of HVS
System
Saliency based gradual darkening – uses non-
linear pressure in change of sight angle
Can save about 10% energy without any loss in
Visual quality - Conservative
Can save upto 45% energy with some losses in
Visual quality - Aggressive
Our approach
+Limitations & Future Work
User study with Game play
Evaluation with more quality metrics
Eg. Video Quality Evaluation Metrics
Generalisation to multiple devices
Application on Videos
Pre-computation
Applying on the Static Textures files
+Limitations & Future Work If the color fidelity is not very Important, then Power
Efficient Color mapping constraints can be relaxed further
Demo Videos: https://www.dropbox.com/sh/ez6huzfvks75h68/-XDbINocUt