Adaptive display power management for mobile games

In this paper, we show how tone mapping techniques can be used to dynamically increase the image brightness, thus allowing the LCD backlight levels to be reduced. This saves significant power as the majority of the LCD’s display power is consumed by its backlight. The Gamma function (or equivalent)...

Full description

Saved in:
Bibliographic Details
Main Authors: ANAND, Bhojan, THIRUGNANAM, Karthik, SEBASTIAN, Jeena, KANNAN, Pravein G., ANANDA, Akhihebbal L., CHAN, Mun Choon, BALAN, Rajesh Krishna
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2011
Subjects:
Online Access:https://ink.library.smu.edu.sg/sis_research/1368
https://ink.library.smu.edu.sg/context/sis_research/article/2367/viewcontent/BALAN_2011_mobisys_AdaptiveDisplay.pdf
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Singapore Management University
Language: English
id sg-smu-ink.sis_research-2367
record_format dspace
spelling sg-smu-ink.sis_research-23672020-03-31T05:59:16Z Adaptive display power management for mobile games ANAND, Bhojan THIRUGNANAM, Karthik SEBASTIAN, Jeena KANNAN, Pravein G. ANANDA, Akhihebbal L. CHAN, Mun Choon BALAN, Rajesh Krishna In this paper, we show how tone mapping techniques can be used to dynamically increase the image brightness, thus allowing the LCD backlight levels to be reduced. This saves significant power as the majority of the LCD’s display power is consumed by its backlight. The Gamma function (or equivalent) can be efficiently implemented in smartphones with minimal resource cost. We describe how we overcame the Gamma function’s non-linear nature by using adaptive thresholds to apply different Gamma values to images with differing brightness levels. These adaptive thresholds allow us to save significant amounts of power while preserving the image quality. We implemented our solution on a laptop and two Android smartphones. Finally, we present measured analytical results for two different games (Quake III and Planeshift), and user study results (using Quake III and 60 participants) that shows that we can save up to 68% of the display power without significantly affecting the perceived gameplay quality. 2011-06-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/1368 info:doi/10.1145/1999995.2000002 https://ink.library.smu.edu.sg/context/sis_research/article/2367/viewcontent/BALAN_2011_mobisys_AdaptiveDisplay.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Power Management Tone Mapping Backlight Scaling Mobile Games Software Engineering
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Power Management
Tone Mapping
Backlight Scaling
Mobile Games
Software Engineering
spellingShingle Power Management
Tone Mapping
Backlight Scaling
Mobile Games
Software Engineering
ANAND, Bhojan
THIRUGNANAM, Karthik
SEBASTIAN, Jeena
KANNAN, Pravein G.
ANANDA, Akhihebbal L.
CHAN, Mun Choon
BALAN, Rajesh Krishna
Adaptive display power management for mobile games
description In this paper, we show how tone mapping techniques can be used to dynamically increase the image brightness, thus allowing the LCD backlight levels to be reduced. This saves significant power as the majority of the LCD’s display power is consumed by its backlight. The Gamma function (or equivalent) can be efficiently implemented in smartphones with minimal resource cost. We describe how we overcame the Gamma function’s non-linear nature by using adaptive thresholds to apply different Gamma values to images with differing brightness levels. These adaptive thresholds allow us to save significant amounts of power while preserving the image quality. We implemented our solution on a laptop and two Android smartphones. Finally, we present measured analytical results for two different games (Quake III and Planeshift), and user study results (using Quake III and 60 participants) that shows that we can save up to 68% of the display power without significantly affecting the perceived gameplay quality.
format text
author ANAND, Bhojan
THIRUGNANAM, Karthik
SEBASTIAN, Jeena
KANNAN, Pravein G.
ANANDA, Akhihebbal L.
CHAN, Mun Choon
BALAN, Rajesh Krishna
author_facet ANAND, Bhojan
THIRUGNANAM, Karthik
SEBASTIAN, Jeena
KANNAN, Pravein G.
ANANDA, Akhihebbal L.
CHAN, Mun Choon
BALAN, Rajesh Krishna
author_sort ANAND, Bhojan
title Adaptive display power management for mobile games
title_short Adaptive display power management for mobile games
title_full Adaptive display power management for mobile games
title_fullStr Adaptive display power management for mobile games
title_full_unstemmed Adaptive display power management for mobile games
title_sort adaptive display power management for mobile games
publisher Institutional Knowledge at Singapore Management University
publishDate 2011
url https://ink.library.smu.edu.sg/sis_research/1368
https://ink.library.smu.edu.sg/context/sis_research/article/2367/viewcontent/BALAN_2011_mobisys_AdaptiveDisplay.pdf
_version_ 1770571027460390912