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+ 
PARVAI - HVS Aware Adaptive Display Power 
Management for Mobile Games 
Bhojan Anand, Li Kecen, Akkihebbal L. Ananda
+ 
Limitations of Mobile Computing 
Weight Size 
Performance Energy
+ 
Well Known Problem 
Demand and Supply
+ 
Where does the energy go? 
HOW DID WE MEASURE? 
Bhojan Anand et al., ‘Adaptive Display Power Management for Mobile Games’, Mobisys 
2011
+ 
Why Organic LED (OLED)? 
 Alternate display technology to LCD. (Growing faster!) 
Samsung Panasonic Motorola Nokia HTC LG 
> 20 models 102p RAZR i Lumia820 One-S 
Optimus 
5.5” note II 
Larger 
Screens 
7.7” Galaxy Tab 
Much wider use – TVs, 
Cameras, etc 
55” OLED TV
+ 
Why bother? 
* Sources: Engadget & LG Display
+ 
Why Games? 
Candy Crush Brings 
In An Estimated 
$633,000 A Day 
© Alex Cocotas, 
provided by 
BUSINESS INSIDER
+ 
Why Games? 
Demand and Supply 
HTC 
8h 10 
Desire 
min, 
HD 
420h 
5h 20 
min, 490h 
1h 50 min
+ 
Power Consumption of Organic LED 
(OLED) 
Factor 1: Brightness / Luminance 
Brighter contents 
consumes more power 
Each pixel is individually 
illuminated in OLEDs 
700 mW 
255 mW
+ 
Power Consumption of Organic LED 
(OLED) 
Factor 2: Color / Hue 
Disparity in OLED sub-pixel power 
consumption 
two sub-pixels per pixel 
RGBG - Pentile 
Eg. Blue OLED material 
 Lowest luminance efficiency 
(lu/Watt) 
 Higher current is used to 
match luminance with Green 
 Results in Lower Lifetime 
 Solution: Larger Blue Sub-pixel. 
(Variation in Size & Current for 
each sub-pixel)
+ 
Power Consumption of Organic LED 
(OLED) 
Factor 2: Color / Hue (Google Nexus One ) 
For any given color, we can generate power 
efficient color with same brightness level
+ 
Power Consumption of Organic LED 
(OLED) 
a) Nexus S 
b) Galaxy S2 
c) Galaxy Nexus 
d) Galaxy S3 
Dashed lines -> 
normalized to 4 
inch2 display.
+ 
Basic Power Saving Approaches 
Darken the contents 
Make everything Green or Red
+ 
HVS 
Unequal sensitivity to different colours 
• The blue cones detect only colour due to low relative sensitivity. 
• Light from the blue subpixels does little to help the eye resolve 
images, most of it goes to waste.
+ 
HVS 
Sensitive to local contrast
+ 
HVS 
Area of Interest
+ 
PARVAI System 
We leverage on HVS characteristics to 
manipulate the contents with minimum visual 
distortion
+ 
Power Efficient Colour Mapping 
(Optimization problem) 
Input: bLUT - (Look Up Table ordered by Blue) – All Colors (C)- 32bits 
Output: bLUT with power efficient color C’ 
For each color C = {r, g, b}, 
Map to a new color C’= {r’,g’,b’} with 
- Minimum power consumption 
- Minimum b’ 
With constraints: 
- Hue change 
- Saturation change 
- Constant brightness/luminance 
- b’ should be less than b 
- Only Top half is searched
+ 
Grid Based Transformations 
HVS Sensitive to local contrast 
Local colors and intensities are important 
Pixel-by-pixel transformation is computation 
intensive 
Use Grid Based Transformations with opengl 
Blend Function to Blend the colors to get the 
target color
+ 
Power Efficient Colour Mapping 
Original 
63 mW 
Colour Mapped 
55 mW 
13% Power Saving
+ 
Saliency Based Darkening 
Saliency Based Darkening 
Center Part is more important then regions 
Greater pressure when the sight angle is moving 
vertically 
 For 640x480 screen, 480/640 = 0.75 
For each gird cell X,Y:- 
Distance = abs(X+0.5-Xcenter) * 0.75 + abs(Y+0.5-Ycenter)
+ 
Saliency Based Darkening 
(187 mW) (151 mW) 
20% power saving
+ 
Saliency Based Darkening
+ 
Two Modes 
Conservative:- 
 Quality Comparable to Original 
Applies only Power Efficient Color Mapping 
Aggressive 
 Applies Power Efficient Color Mapping 
 Darker content outside the Area of Interest 
Power Efficient Color 
Mapping 
Saliency Based 
Darkening 
+
+ Final Run-Time Algorithm 
Input: Frame, Mode (aggressive or conservative) 
Output: Power efficient Frame 
Segment Frame to Virtual Grids 
For Each Grid 
Compute RAVE, GAVE, BAVE 
Blue 
Dominant? 
Color Map using bLUT 
Aggressive 
mode? 
Calculate Distance and 
Apply Darkening
+ Evaluation 
Original Conservative (Best Quality) 
GCL: 0; MSSIM: 1 GCL: 0.75; MSSIM: 0.82 (6%) 
Aggressive Simple Linear Darkening 
GCL: 3.713; MSSIM: 0.85 (27%) GCL: 4.488; MSSIM: 0.70 (27%)
+ Evaluation 
Original Conservative (Best Quality) 
GCL: 1.411; MSSIM: 0.81 (13%) 
Aggressive Simple Linear Darkening 
GCL: 10.466; MSSIM: 0.78 (47%) 
GCL: 9.283; MSSIM: 0.80 (47%)
+ 
Evaluation - User Study 
Images and Game Play Video 
Randomly selected images from a pool of 
Images. 
Randomly Selected Version: Original, 
Simple Darkening, Conservative and 
Aggressive 
Select the Best - Colour, Brightness, Clarity
+ 
Evaluation - Demography
+ 
Evaluation – User Study (Image)
+ 
Evaluation – User Study (Video)
+ 
Contribution 
Our approach 
Color Mapping Algorithm for Energy Efficiency 
leveraging on the Non-linear response of HVS 
System 
 Saliency based gradual darkening – uses non-linear 
pressure in change of sight angle 
Can save about 10% energy without any loss in 
Visual quality - Conservative 
Can save upto 45% energy with some losses in 
Visual quality - Aggressive
+ 
Limitations & Future Work 
User study with Game play 
Evaluation with more quality metrics 
 Eg. Video Quality Evaluation Metrics 
Generalisation to multiple devices 
Application on Videos 
Pre-computation 
 Applying on the Static Textures files
+ 
Limitations & Future Work 
 If the color fidelity is not very Important, then Power 
Efficient Color mapping constraints can be relaxed 
further 
 Demo Videos: 
 https://www.dropbox.com/sh/ez6huzfvks75h68/-XDbINocUt
+ 
Thank you!

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PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games

  • 1. + PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games Bhojan Anand, Li Kecen, Akkihebbal L. Ananda
  • 2. + Limitations of Mobile Computing Weight Size Performance Energy
  • 3. + Well Known Problem Demand and Supply
  • 4. + Where does the energy go? HOW DID WE MEASURE? Bhojan Anand et al., ‘Adaptive Display Power Management for Mobile Games’, Mobisys 2011
  • 5. + Why Organic LED (OLED)?  Alternate display technology to LCD. (Growing faster!) Samsung Panasonic Motorola Nokia HTC LG > 20 models 102p RAZR i Lumia820 One-S Optimus 5.5” note II Larger Screens 7.7” Galaxy Tab Much wider use – TVs, Cameras, etc 55” OLED TV
  • 6. + Why bother? * Sources: Engadget & LG Display
  • 7. + Why Games? Candy Crush Brings In An Estimated $633,000 A Day © Alex Cocotas, provided by BUSINESS INSIDER
  • 8. + Why Games? Demand and Supply HTC 8h 10 Desire min, HD 420h 5h 20 min, 490h 1h 50 min
  • 9. + Power Consumption of Organic LED (OLED) Factor 1: Brightness / Luminance Brighter contents consumes more power Each pixel is individually illuminated in OLEDs 700 mW 255 mW
  • 10. + Power Consumption of Organic LED (OLED) Factor 2: Color / Hue Disparity in OLED sub-pixel power consumption two sub-pixels per pixel RGBG - Pentile Eg. Blue OLED material  Lowest luminance efficiency (lu/Watt)  Higher current is used to match luminance with Green  Results in Lower Lifetime  Solution: Larger Blue Sub-pixel. (Variation in Size & Current for each sub-pixel)
  • 11. + Power Consumption of Organic LED (OLED) Factor 2: Color / Hue (Google Nexus One ) For any given color, we can generate power efficient color with same brightness level
  • 12. + Power Consumption of Organic LED (OLED) a) Nexus S b) Galaxy S2 c) Galaxy Nexus d) Galaxy S3 Dashed lines -> normalized to 4 inch2 display.
  • 13. + Basic Power Saving Approaches Darken the contents Make everything Green or Red
  • 14. + HVS Unequal sensitivity to different colours • The blue cones detect only colour due to low relative sensitivity. • Light from the blue subpixels does little to help the eye resolve images, most of it goes to waste.
  • 15. + HVS Sensitive to local contrast
  • 16. + HVS Area of Interest
  • 17. + PARVAI System We leverage on HVS characteristics to manipulate the contents with minimum visual distortion
  • 18. + Power Efficient Colour Mapping (Optimization problem) Input: bLUT - (Look Up Table ordered by Blue) – All Colors (C)- 32bits Output: bLUT with power efficient color C’ For each color C = {r, g, b}, Map to a new color C’= {r’,g’,b’} with - Minimum power consumption - Minimum b’ With constraints: - Hue change - Saturation change - Constant brightness/luminance - b’ should be less than b - Only Top half is searched
  • 19. + Grid Based Transformations HVS Sensitive to local contrast Local colors and intensities are important Pixel-by-pixel transformation is computation intensive Use Grid Based Transformations with opengl Blend Function to Blend the colors to get the target color
  • 20. + Power Efficient Colour Mapping Original 63 mW Colour Mapped 55 mW 13% Power Saving
  • 21. + Saliency Based Darkening Saliency Based Darkening Center Part is more important then regions Greater pressure when the sight angle is moving vertically  For 640x480 screen, 480/640 = 0.75 For each gird cell X,Y:- Distance = abs(X+0.5-Xcenter) * 0.75 + abs(Y+0.5-Ycenter)
  • 22. + Saliency Based Darkening (187 mW) (151 mW) 20% power saving
  • 23. + Saliency Based Darkening
  • 24. + Two Modes Conservative:-  Quality Comparable to Original Applies only Power Efficient Color Mapping Aggressive  Applies Power Efficient Color Mapping  Darker content outside the Area of Interest Power Efficient Color Mapping Saliency Based Darkening +
  • 25. + Final Run-Time Algorithm Input: Frame, Mode (aggressive or conservative) Output: Power efficient Frame Segment Frame to Virtual Grids For Each Grid Compute RAVE, GAVE, BAVE Blue Dominant? Color Map using bLUT Aggressive mode? Calculate Distance and Apply Darkening
  • 26. + Evaluation Original Conservative (Best Quality) GCL: 0; MSSIM: 1 GCL: 0.75; MSSIM: 0.82 (6%) Aggressive Simple Linear Darkening GCL: 3.713; MSSIM: 0.85 (27%) GCL: 4.488; MSSIM: 0.70 (27%)
  • 27. + Evaluation Original Conservative (Best Quality) GCL: 1.411; MSSIM: 0.81 (13%) Aggressive Simple Linear Darkening GCL: 10.466; MSSIM: 0.78 (47%) GCL: 9.283; MSSIM: 0.80 (47%)
  • 28. + Evaluation - User Study Images and Game Play Video Randomly selected images from a pool of Images. Randomly Selected Version: Original, Simple Darkening, Conservative and Aggressive Select the Best - Colour, Brightness, Clarity
  • 29. + Evaluation - Demography
  • 30. + Evaluation – User Study (Image)
  • 31. + Evaluation – User Study (Video)
  • 32. + Contribution Our approach Color Mapping Algorithm for Energy Efficiency leveraging on the Non-linear response of HVS System  Saliency based gradual darkening – uses non-linear pressure in change of sight angle Can save about 10% energy without any loss in Visual quality - Conservative Can save upto 45% energy with some losses in Visual quality - Aggressive
  • 33. + Limitations & Future Work User study with Game play Evaluation with more quality metrics  Eg. Video Quality Evaluation Metrics Generalisation to multiple devices Application on Videos Pre-computation  Applying on the Static Textures files
  • 34. + Limitations & Future Work  If the color fidelity is not very Important, then Power Efficient Color mapping constraints can be relaxed further  Demo Videos:  https://www.dropbox.com/sh/ez6huzfvks75h68/-XDbINocUt

Editor's Notes

  1. Measured on HTC Magic while streaming a Youtube Video
  2. High dynamic range, power eficiency
  3. OLEDs are not power efficient in displaying white contents Takes 2-3 times more energy than LCDs
  4. Most of the power consumption of LCD is attributed to its backlight. OLEDs are not backlight like traditional LCDs. In OLEDs Power consumption is directly proportional to the level of luminance of each OLED material
  5. This enables larger sub-pixels, and a higher aperture ratio (or fill factor - the ratio of active area to nonactive area). This reduces the current density required to achieve a given luminance - which improves lifetime. In addition, pentile gives higher brightness: A PenTile red-green-blue-green pattern requires fewer columns (2 columns) than a red-green-blue (3 columns) strip pattern. This scheme requires just two-thirds as many subpixels as the conventional one, fewer transistors and drive lines are needed to control the subpixels. It gives higher aperture ratio. Engineers can use it to either save energy or increase brightness further. Lu/watt – lumens/watt "PenTile Matrix" (a neologism from penta-, meaning "five" and tile) describes the geometric layout of the prototypical subpixel arrangement developed in the early 1990s. The layout consists of a quincunx comprising two red subpixels, two green subpixels, and one central blue subpixel in each unit cell. It was inspired by biomimicry of the human retina which has nearly equal numbers of L and M type cone cells, but significantly fewer S cones. As the S cones are primarily responsible for perceiving blue colors, which do not appreciably affect the perception of luminance, reducing the number of blue subpixels with respect to the red and green subpixels in a display does not reduce the image quality. Because the typical eye has about 30 red- and green-sensitive cones for every blue one, almost all the work of resolving an image--its luminance, edges, and other structural detail--is done with output from the red and green cones, which also detect color, of course. The blue cones detect only color.