TY - GEN
T1 - An adaptive LOD setting methodology with opengl ES library on mobile devices
AU - Piao, Jin Chun
AU - Cho, Chang Woo
AU - Kim, Cheong Ghil
AU - Burgstaller, Bernd
AU - Kim, Shin Dug
N1 - Publisher Copyright:
© 2014 IEEE.
Copyright:
Copyright 2015 Elsevier B.V., All rights reserved.
PY - 2014/1/23
Y1 - 2014/1/23
N2 - This paper presents an adaptive LOD (level-of-detail) configuration method for 3D (three dimensions) applications and games via OpenGL ES API level in mobile computing devices. The proposed method is designed by using many interesting properties. The adaptive LOD configuration methodology can automatically trade-off between quality and performance and achieve an acceptable result by adjusting these LOD setting options. This paper describes basic structure showing how to execute by parameter modification of OpenGL ES API and shader reduction of OpenGL ES API. By using the proposed method, the performance of mobile GPU can be significantly improved by automatic scheduling method balancing trade-offs between visual quality and performance to improve UX (user experience). Specifically, users can simply turn on the switch to apply the proposed method for best effectiveness, and also any other action is not required because these methodologies do not rely on source code. Experimental result by using benchmarks shows that the proposed technique allows around 24 percent performance improvement for all applied methodologies, and around 4 percent improvement for some selected methodologies in exchange for about 14 percent and 2 percent decreases in quality, respectively. And the result in fluid simulation shows that the proposed technique can provide 82 percent speedup.
AB - This paper presents an adaptive LOD (level-of-detail) configuration method for 3D (three dimensions) applications and games via OpenGL ES API level in mobile computing devices. The proposed method is designed by using many interesting properties. The adaptive LOD configuration methodology can automatically trade-off between quality and performance and achieve an acceptable result by adjusting these LOD setting options. This paper describes basic structure showing how to execute by parameter modification of OpenGL ES API and shader reduction of OpenGL ES API. By using the proposed method, the performance of mobile GPU can be significantly improved by automatic scheduling method balancing trade-offs between visual quality and performance to improve UX (user experience). Specifically, users can simply turn on the switch to apply the proposed method for best effectiveness, and also any other action is not required because these methodologies do not rely on source code. Experimental result by using benchmarks shows that the proposed technique allows around 24 percent performance improvement for all applied methodologies, and around 4 percent improvement for some selected methodologies in exchange for about 14 percent and 2 percent decreases in quality, respectively. And the result in fluid simulation shows that the proposed technique can provide 82 percent speedup.
UR - http://www.scopus.com/inward/record.url?scp=84946691808&partnerID=8YFLogxK
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U2 - 10.1109/ICITCS.2014.7021727
DO - 10.1109/ICITCS.2014.7021727
M3 - Conference contribution
AN - SCOPUS:84946691808
T3 - 2014 International Conference on IT Convergence and Security, ICITCS 2014
BT - 2014 International Conference on IT Convergence and Security, ICITCS 2014
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 4th 2014 International Conference on IT Convergence and Security, ICITCS 2014
Y2 - 28 October 2014 through 30 October 2014
ER -