Exploring Energy Management on GPUs in Game Architectures
Autor(a) principal: | |
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Data de Publicação: | 2014 |
Outros Autores: | , , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Journal on Interactive Systems |
Texto Completo: | https://sol.sbc.org.br/journals/index.php/jis/article/view/646 |
Resumo: | CPUs and GPUs have been evolving rapidly over time regarding their capabilities and processing power. This has opened many new possibilities for interactive and real time systems, such as more sophisticated scene realism, more precise and complex artificial intelligence, and better physical simulations. However, these improvements come at a cost: increase of energy consumption. Energy management in interactive and real time architectures have not been receiving much attention over the years, but this issue is likely to become important in the near future due to the increasing energy demand and consumption required by top-notch game applications(especially regarding the mobile and portable consoles). In this paper we introduce the concept of intelligent energy management for games and interactive systems and address the aforementioned issue through these contributions: 1) an investigation of works related to energy management (in general); 2) implementations of feasibility tests for energy management on GPUs; and 3) a novel game architecture with energy management, using multiple GPUs. |
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Journal on Interactive Systems |
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Exploring Energy Management on GPUs in Game ArchitecturesCPUs and GPUs have been evolving rapidly over time regarding their capabilities and processing power. This has opened many new possibilities for interactive and real time systems, such as more sophisticated scene realism, more precise and complex artificial intelligence, and better physical simulations. However, these improvements come at a cost: increase of energy consumption. Energy management in interactive and real time architectures have not been receiving much attention over the years, but this issue is likely to become important in the near future due to the increasing energy demand and consumption required by top-notch game applications(especially regarding the mobile and portable consoles). In this paper we introduce the concept of intelligent energy management for games and interactive systems and address the aforementioned issue through these contributions: 1) an investigation of works related to energy management (in general); 2) implementations of feasibility tests for energy management on GPUs; and 3) a novel game architecture with energy management, using multiple GPUs.Brazilian Computer Society2014-11-06info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/64610.5753/jis.2014.646Journal of Interactive Systems; v. 5 n. 2 (2014)Journal on Interactive Systems; Vol. 5 No. 2 (2014)2763-7719reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/646/641Zamith, MarceloValente, LuisJoselli, MarkJunior, José Ricardo SilvaClua, EstebanFeijó, Brunoinfo:eu-repo/semantics/openAccess2020-09-05T16:09:13Zoai:ojs2.sol.sbc.org.br:article/646Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2020-09-05T16:09:13Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false |
dc.title.none.fl_str_mv |
Exploring Energy Management on GPUs in Game Architectures |
title |
Exploring Energy Management on GPUs in Game Architectures |
spellingShingle |
Exploring Energy Management on GPUs in Game Architectures Zamith, Marcelo |
title_short |
Exploring Energy Management on GPUs in Game Architectures |
title_full |
Exploring Energy Management on GPUs in Game Architectures |
title_fullStr |
Exploring Energy Management on GPUs in Game Architectures |
title_full_unstemmed |
Exploring Energy Management on GPUs in Game Architectures |
title_sort |
Exploring Energy Management on GPUs in Game Architectures |
author |
Zamith, Marcelo |
author_facet |
Zamith, Marcelo Valente, Luis Joselli, Mark Junior, José Ricardo Silva Clua, Esteban Feijó, Bruno |
author_role |
author |
author2 |
Valente, Luis Joselli, Mark Junior, José Ricardo Silva Clua, Esteban Feijó, Bruno |
author2_role |
author author author author author |
dc.contributor.author.fl_str_mv |
Zamith, Marcelo Valente, Luis Joselli, Mark Junior, José Ricardo Silva Clua, Esteban Feijó, Bruno |
description |
CPUs and GPUs have been evolving rapidly over time regarding their capabilities and processing power. This has opened many new possibilities for interactive and real time systems, such as more sophisticated scene realism, more precise and complex artificial intelligence, and better physical simulations. However, these improvements come at a cost: increase of energy consumption. Energy management in interactive and real time architectures have not been receiving much attention over the years, but this issue is likely to become important in the near future due to the increasing energy demand and consumption required by top-notch game applications(especially regarding the mobile and portable consoles). In this paper we introduce the concept of intelligent energy management for games and interactive systems and address the aforementioned issue through these contributions: 1) an investigation of works related to energy management (in general); 2) implementations of feasibility tests for energy management on GPUs; and 3) a novel game architecture with energy management, using multiple GPUs. |
publishDate |
2014 |
dc.date.none.fl_str_mv |
2014-11-06 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/646 10.5753/jis.2014.646 |
url |
https://sol.sbc.org.br/journals/index.php/jis/article/view/646 |
identifier_str_mv |
10.5753/jis.2014.646 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/646/641 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Brazilian Computer Society |
publisher.none.fl_str_mv |
Brazilian Computer Society |
dc.source.none.fl_str_mv |
Journal of Interactive Systems; v. 5 n. 2 (2014) Journal on Interactive Systems; Vol. 5 No. 2 (2014) 2763-7719 reponame:Journal on Interactive Systems instname:Sociedade Brasileira de Computação (SBC) instacron:SBC |
instname_str |
Sociedade Brasileira de Computação (SBC) |
instacron_str |
SBC |
institution |
SBC |
reponame_str |
Journal on Interactive Systems |
collection |
Journal on Interactive Systems |
repository.name.fl_str_mv |
Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC) |
repository.mail.fl_str_mv |
jis@sbc.org.br |
_version_ |
1796797410695970816 |