3. Background
● A mobile GPU constitutes a major portion of power consumption on the
devices.
● Visually appealing mobile games => High energy cost
GPU Battery
3
4. Motivation 1
● No matter the states, the game apps
maintain high frame rates.
4
In-Game Lobby
Crossy Road
(길건너친구들)
6. Goal
● To reduce power consumption of mobile game playing without
degrading user experiences.
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7. Goal
● To reduce power consumption of mobile game playing without
degrading user experiences.
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Recap.
8. Challenges
1. The perceptual similarity should be measured efficiently.
2. The degradation of user experiences should be minimal.
3. The system should be transparent to the apps and avoid low-level
system optimization (since mobile gaming apps and GPU drivers are closed source).
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RAVEN
RAVEN is a DC comics character
whose ability is ‘sense and alter.’
16. Determine how many
frames will be skipped
(No-Skipping | 1-Skipping | 3-Skipping)
RAVEN: R-Regulator (3)
R-Regulator
predict the similarity
scores with future frames
Y-Diff(fN-k
, fN
)
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EPS: Estimated Perceptual Similarity
17. RAVEN: R-Injector (4)
R-Injector
Inject a delay into the
rendering loop of game app
The # of frames to be skipped
eglSwapBuffer()
Frames with delay
SurfaceFlinger
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18. How can we calculate similarity between frames?
● SSIM [1]
○ Existing method to measure user's perception of visual changes
■ SSIM > 0.97
● A strong level of similarity between two images in mobile games [2]
■ Computationally expensive 😭
● YUV Color Space
○ Color encoding system like RGB
○ Leverage Y (luminance) values to approximate SSIM efficiently
[1] Wang, Zhou, et al. "Image quality assessment: from error visibility to structural similarity." IEEE transactions on image processing 13.4 (2004): 600-612.
[2] Cuervo, E., Wolman, A., Cox, L. P., Lebeck, K., Razeen, A., Saroiu, S., & Musuvathi, M. (2015, May). Kahawai: High-quality mobile gaming using gpu offload. In
Proceedings of the 13th Annual International Conference on Mobile Systems, Applications, and Services (pp. 121-135). ACM.
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19. Y-Diff
● Y−Diff is the difference in Y values of two images in the YUV color space.
○ luminance (Y): brightness
○ chrominance (UV): color
● Computation cost: O(N)
○ N = the number of pixels
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UV space
(Y′ value = 0.5)
20. Would it be reasonable to use Y-Diff?
the relation between Y−Diff and SSIM
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21. Would it be reasonable to use Y-Diff?
the relation between Y−Diff and SSIM
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Pearson’s correlation coefficient of -0.926
22. Would it be reasonable to use Y-Diff?
the relation between Y−Diff and SSIM
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Pearson’s correlation coefficient of -0.926
SSIM and Y−Diff values are strongly correlated
and show a linear relationship.
23. Can we predict similarity of future frames?
● X-axis: Similarity between previous-current frames
● Y-axis: Similarity between current-future frames
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24. Can we predict similarity of future frames?
● X-axis: Similarity between previous-current frames
● Y-axis: Similarity between current-future frames
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Pearson’s correlation
coefficient of 0.93
25. Can we predict similarity of future frames?
● X-axis: Similarity between previous-current frames
● Y-axis: Similarity between current-future frames
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Pearson’s correlation
coefficient of 0.93
The similarity with a future frame can be predicted
from the similarity with a previous one.
28. Perceptual Similarity Prediction
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● EPS estimates SSIM using Y-Diff (regression)
Average of recent Y-Diff
scores over window size w
(reflecting past history)
w = 1, 2, 5, and 10
Best
32. Determining the Scaling Factors (2)
● False transition
○ Skipping of a frame which should have not been skipped
○ EPS > τ1
or τ3
, but SSIM < 0.97
● Increasing the τ1
and τ3
reduces the false transition ratio.
● For example,
○ when τ3
=0.97, the ratio of false transition is 27% for 3-Skipping
○ when τ3
=0.9945, the ratio of false transition is 2.7% for 3-Skipping
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below the strong level of similaritya skip occur
33. Cloning the Primary Display: Virtual Display
● A virtual display could be allocated and maintained by SurfaceFlinger of
Android.
● The overhead of a virtual display is primarily proportional to the
resolution of the display.
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36. Cloning the Primary Display: Why
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The Y−Diff results with 80×45 and 1920×1080 are nearly
identical with the selected game-play data, scoring a 0.9989
Pearson’s correlation coefficient
40. Determine how many
frames will be skipped
(No-Skipping | 1-Skipping | 3-Skipping)
RAVEN: R-Regulator (3)
R-Regulator
predict the similarity
scores with future frames
Y-Diff
40
EPS: Estimated Perceptual Similarity
41. RAVEN: R-Injector (4)
R-Injector
Inject a delay into the
rendering loop of game app
The # of frames to be skipped
eglSwapBuffer()
Frames with delay
SurfaceFlinger
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43. - Two different settings for the evaluation of RAVEN
- PAS : τ1
= 0.9975, τ3
= 0.9993 (more rigorous)
- PAS++: τ1
= 0.975, τ3
= 0.9983 (more generous)
- The lower the thresholds, the more the skips.
Evaluation
1-Skipping
3-Skipping
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44. Four Different Settings to Compare
● PAS
● PAS++
● 30-FPS (without RAVEN)
● 60-FPS (without RAVEN)
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45. Game Apps used for Experiments
13 commercial game apps with various
graphical characteristics
A. Static
○ Simple graphic effects
ex) puzzles and board games
B. Dynamic
○ Continuous graphical changes
C. Hybrid
○ Clear separation between the input and
the response phase
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Solitaire (Static)
Cookie Run
(Dynamic)
Angry Birds
(Hybrid)
46. Baseline of Video Quality
● Perceptual similarity w.r.t. the original sequence of frames
○ SSIM
○ VMAF [3]: A state-of-the-art video quality metric
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[3] Li, Z., Aaron, A., Katsavounidis, I., Moorthy, A., & Manohara, M. (2016). Toward a practical perceptual video quality metric. The Netflix Tech
Blog, 6.
49. Result (1): Comparison of PAS and PAS++
Summary
➔ PAS++ skipped more frames than PAS.
➔ In 7 out of the 12 cases, PAS++ skipped as many
frames as 30-FPS setting.
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51. Result (2):
Video
Quality
Scores
Summary
● PAS and PAS++ achieved high video-quality scores.
○ PAS > PAS++ for any cases
● PAS and PAS++ produced better results than 30-FPS,
especially for the games in the Dynamic group.
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53. Result (3): Energy Saving
Summary
➔ PAS does not save substantial amount of energy in the
dynamic games. Except those games, PAS saves at
least half the amount of energy saved by 30-FPS.
➔ PAS++ saves at least 10% energy consumption.
on Nexus 5X
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54. User Study
● 12 participants (7 males and 5 females, in ages from 20 to 30)
● Assessment Protocol
○ Double Stimulus Impairment Scale (DSIS)
○ Double Stimulus Continuous Quality Scale (DSCQS)
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56. Conclusion
● RAVEN: a new, on-the-fly perception-aware rate scaling technique
○ A light-weight frame comparison technique using Y-Diff
○ A low resolution virtual display
● Up-to 35% of total device energy saving
○ w/o any substantial user experience degradation
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57. Discussion
● Online-learning of the coefficients in the EPS regression equation
○ As RAVEN learns coefficients ( dfs and ) using recorded
gameplay video in prior, it would be better to learn them while
users are playing game.
● Application to other domains
○ Watching a video on Youtube or Netflix
○ It consumes GPU as much as gameplay.
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