GPU Effect Data Management for Smartphone Power Optimization

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Solution Overview

Problem

Conventional power-saving technologies for smartphones are ineffective for games with continuous task execution, particularly due to high power consumption by the GPU during memory accesses for graphical effects.

Innovation Solution

An information processing program that manages and reduces the data for graphical effects based on rendering frequencies, using a frequency management step to measure and store data in various formats, and a display control step to display effects with reduced data via the GPU, thereby minimizing memory accesses and power consumption.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If the GPU executes image processing on high-quality effect data, then image quality is maintained, but power consumption increases due to frequent memory accesses

Engineering Contradiction:
Improveimage qualityVSAvoidpower consumption
Core Design Contradiction:
Illumination intensityVSUse of energy by moving object

Solution Approach 1:

The patent changes the parameter of effect data quality by rendering effects at lower resolution or with reduced detail when rendering frequency is high, and at full quality when rendering frequency is low. This dynamically adjusts image processing parameters based on usage patterns to balance power consumption and visual quality

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system performs preliminary analysis of effect rendering frequencies before actual rendering, and pre-prepares appropriate versions of effect data (full quality vs. compressed/low-quality) based on predicted usage patterns, so that the GPU can process pre-prepared data rather than processing high-quality data every time

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If effect data is stored in high quality formats, then visual fidelity is improved, but memory access volume and power consumption increase

Engineering Contradiction:
Improvevisual fidelityVSAvoidpower consumption
Core Design Contradiction:
Manufacturing precisionVSLoss of energy

Solution Approach 1:

The patent applies different quality levels to different effects based on their individual rendering frequencies. Frequently rendered effects use compressed or lower-quality data formats, while rarely rendered effects maintain full quality. This local differentiation of quality standards reduces overall memory access volume while preserving visual fidelity where it matters most

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system creates multiple copies of effect data in different quality formats (original high-quality version and compressed/downscaled versions) and selectively loads appropriate copies based on rendering frequency analysis, avoiding repeated loading of full-quality data for frequently rendered effects

Inventive Principle:
Principle #26Copying

3Use of energy by moving object

If the system enters standby mode to save power, then power consumption is reduced, but it cannot handle games with continuous task execution

Engineering Contradiction:
Improvepower consumptionVSAvoidcontinuous task execution capability
Core Design Contradiction:
Use of energy by moving objectVSProductivity

Solution Approach 1:

The patent implements dynamic power management that continuously monitors effect rendering frequencies and adjusts processing quality in real-time during game execution. Instead of static standby modes, the system dynamically scales effect processing intensity based on actual usage patterns, maintaining full productivity for continuous game tasks while adapting power consumption to actual needs

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10296068B2Information processing program and information processing method
Publication Date: 2019.05.21 CYGAMES INC
  • US10296068B2 patent drawing
  • US10296068B2 patent drawing
  • US10296068B2 patent drawing

AI summary

A display control unit executes control to display images requested to be rendered, including effects in a plurality of formats and of a plurality of kinds according to rendering requests, on a display medium via a GPU by using effect data in which the amounts of data have been reduced in accordance with the rendering frequencies of the effects. Specifically, the display control unit determines the amount of data to be reduced for an effect in a format and of a kind according to a rendering request in accordance with the rendering frequency of the effect, extracts the effect data in which data has been reduced by the amount of data from effect-data storage DBs, and provides the effect data to the GPU.