Recently in the mobile graphic industry, ultra-realistic visual qualities with 60fps and limited power budget for GPU have been required. For graphics-heavy applications that run at 30 fps, we easily observed very noticeable flickering artifacts. Further, the workload imposed by high resolutions at high frame rates directly decreases the battery life. Unlike the recent frame rate up sampling algorithms which remedy the flickering but cause inevitable significant overheads to reconstruct intermediate frames, we propose a dynamic rendering quality scaling (DRQS) that includes dynamic rendering based on resolution changes and quality scaling to increase the frame rate with negligible overhead using a transform matrix. Further DRQS reduces the workload up to 32% without human visual-perceptual changes for graphics-light applications.
MinKyu KIM
Seoul National University
SunHo KI
LG Electronics
YoungDuke SEO
LG Electronics
JinHong PARK
LG Electronics
ChuShik JHON
Seoul National University
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MinKyu KIM, SunHo KI, YoungDuke SEO, JinHong PARK, ChuShik JHON, "Dynamic Rendering Quality Scaling Based on Resolution Changes" in IEICE TRANSACTIONS on Information,
vol. E98-D, no. 12, pp. 2353-2357, December 2015, doi: 10.1587/transinf.2015EDL8130.
Abstract: Recently in the mobile graphic industry, ultra-realistic visual qualities with 60fps and limited power budget for GPU have been required. For graphics-heavy applications that run at 30 fps, we easily observed very noticeable flickering artifacts. Further, the workload imposed by high resolutions at high frame rates directly decreases the battery life. Unlike the recent frame rate up sampling algorithms which remedy the flickering but cause inevitable significant overheads to reconstruct intermediate frames, we propose a dynamic rendering quality scaling (DRQS) that includes dynamic rendering based on resolution changes and quality scaling to increase the frame rate with negligible overhead using a transform matrix. Further DRQS reduces the workload up to 32% without human visual-perceptual changes for graphics-light applications.
URL: https://global.ieice.org/en_transactions/information/10.1587/transinf.2015EDL8130/_p
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@ARTICLE{e98-d_12_2353,
author={MinKyu KIM, SunHo KI, YoungDuke SEO, JinHong PARK, ChuShik JHON, },
journal={IEICE TRANSACTIONS on Information},
title={Dynamic Rendering Quality Scaling Based on Resolution Changes},
year={2015},
volume={E98-D},
number={12},
pages={2353-2357},
abstract={Recently in the mobile graphic industry, ultra-realistic visual qualities with 60fps and limited power budget for GPU have been required. For graphics-heavy applications that run at 30 fps, we easily observed very noticeable flickering artifacts. Further, the workload imposed by high resolutions at high frame rates directly decreases the battery life. Unlike the recent frame rate up sampling algorithms which remedy the flickering but cause inevitable significant overheads to reconstruct intermediate frames, we propose a dynamic rendering quality scaling (DRQS) that includes dynamic rendering based on resolution changes and quality scaling to increase the frame rate with negligible overhead using a transform matrix. Further DRQS reduces the workload up to 32% without human visual-perceptual changes for graphics-light applications.},
keywords={},
doi={10.1587/transinf.2015EDL8130},
ISSN={1745-1361},
month={December},}
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TY - JOUR
TI - Dynamic Rendering Quality Scaling Based on Resolution Changes
T2 - IEICE TRANSACTIONS on Information
SP - 2353
EP - 2357
AU - MinKyu KIM
AU - SunHo KI
AU - YoungDuke SEO
AU - JinHong PARK
AU - ChuShik JHON
PY - 2015
DO - 10.1587/transinf.2015EDL8130
JO - IEICE TRANSACTIONS on Information
SN - 1745-1361
VL - E98-D
IS - 12
JA - IEICE TRANSACTIONS on Information
Y1 - December 2015
AB - Recently in the mobile graphic industry, ultra-realistic visual qualities with 60fps and limited power budget for GPU have been required. For graphics-heavy applications that run at 30 fps, we easily observed very noticeable flickering artifacts. Further, the workload imposed by high resolutions at high frame rates directly decreases the battery life. Unlike the recent frame rate up sampling algorithms which remedy the flickering but cause inevitable significant overheads to reconstruct intermediate frames, we propose a dynamic rendering quality scaling (DRQS) that includes dynamic rendering based on resolution changes and quality scaling to increase the frame rate with negligible overhead using a transform matrix. Further DRQS reduces the workload up to 32% without human visual-perceptual changes for graphics-light applications.
ER -