Matti Siekkinen

MM
13papers
308citations
Novelty35%
AI Score42

13 Papers

MMJun 30, 2022
Neural Network Assisted Depth Map Packing for Compression Using Standard Hardware Video Codecs

Matti Siekkinen, Teemu Kämäräinen

Depth maps are needed by various graphics rendering and processing operations. Depth map streaming is often necessary when such operations are performed in a distributed system and it requires in most cases fast performing compression, which is why video codecs are often used. Hardware implementations of standard video codecs enable relatively high resolution and framerate combinations, even on resource constrained devices, but unfortunately those implementations do not currently support RGB+depth extensions. However, they can be used for depth compression by first packing the depth maps into RGB or YUV frames. We investigate depth map compression using a combination of depth map packing followed by encoding with a standard video codec. We show that the precision at which depth maps are packed has a large and nontrivial impact on the resulting error caused by the combination of the packing scheme and lossy compression when bitrate is constrained. Consequently, we propose a variable precision packing scheme assisted by a neural network model that predicts the optimal precision for each depth map given a bitrate constraint. We demonstrate that the model yields near optimal predictions and that it can be integrated into a game engine with very low overhead using modern hardware.

SYJun 5, 2016
Accurate Online Full Charge Capacity Modeling of Smartphone Batteries

Mohammad A. Hoque, Matti Siekkinen, Jonghoe Koo et al.

Full charge capacity (FCC) refers to the amount of energy a battery can hold. It is the fundamental property of smartphone batteries that diminishes as the battery ages and is charged/discharged. We investigate the behavior of smartphone batteries while charging and demonstrate that the battery voltage and charging rate information can together characterize the FCC of a battery. We propose a new method for accurately estimating FCC without exposing low-level system details or introducing new hardware or system modules. We also propose and implement a collaborative FCC estimation technique that builds on crowdsourced battery data. The method finds the reference voltage curve and charging rate of a particular smartphone model from the data and then compares the curve and rate of an individual user with the model reference curve. After analyzing a large data set, we report that 55% of all devices and at least one device in 330 out of 357 unique device models lost some of their FCC. For some models, the median capacity loss exceeded 20% with the inter-quartile range being over 20 pp. The models enable debugging the performance of smartphone batteries, more accurate power modeling, and energy-aware system or application optimization.

50.5IVApr 3
Streaming Real-Time Rendered Scenes as 3D Gaussians

Matti Siekkinen, Teemu Kämäräinen

Cloud rendering is widely used in gaming and XR to overcome limited client-side GPU resources and to support heterogeneous devices. Existing systems typically deliver the rendered scene as a 2D video stream, which tightly couples the transmitted content to the server-rendered viewpoint and limits latency compensation to image-space reprojection or warping. In this paper, we investigate an alternative approach based on streaming a live 3D Gaussian Splatting (3DGS) scene representation instead of only rendered video. We present a Unity-based prototype in which a server constructs and continuously optimizes a 3DGS model from real-time rendered reference views, while streaming the evolving representation to remote clients using full model snapshots and incremental updates supporting relighting and rigid object dynamics. The clients reconstruct the streamed Gaussian model locally and render their current viewpoint from the received representation. This approach aims to improve viewpoint flexibility for latency compensation and to better amortize server-side scene modeling across multiple users than per-user rendering and video streaming. We describe the system design, evaluate it, and compare it with conventional image warping.

38.9MMMar 16
Multimodal Cyber-physical Interaction in XR: Hybrid Doctoral Thesis Defense

Ahmad Alhilal, Kit Yung Lam, Lik-Hang Lee et al.

Academic events, such as a doctoral thesis defense, are typically limited to either physical co-location or flat video conferencing, resulting in rigid participation formats and fragmented presence. We present a multimodal framework that breaks this binary by supporting a spectrum of participation - from in-person attendance to immersive virtual reality (VR) or browser access - and report our findings from using it to organize the first ever hybrid doctoral thesis defense using extended reality (XR). The framework integrates full-body motion tracking to synchronize the user's avatar motions and gestures, enabling natural interaction with onsite participants as well as body language and gestures with remote attendees in the virtual world. It leverages WebXR to provide cross-platform and instant accessibility with easy setup. User feedback analysis reveals positive VR experiences and demonstrates the framework's effectiveness in supporting various hybrid event activities.

MMSep 16, 2018Code
Cloud Gaming With Foveated Graphics

Gazi Illahi, Thomas Van Gemert, Matti Siekkinen et al.

Cloud gaming enables playing high end games, originally designed for PC or game console setups, on low end devices, such as net-books and smartphones, by offloading graphics rendering to GPU powered cloud servers. However, transmitting the high end graphics requires a large amount of available network bandwidth, even though it is a compressed video stream. Foveated video encoding (FVE) reduces the bandwidth requirement by taking advantage of the non-uniform acuity of human visual system and by knowing where the user is looking. We have designed and implemented a system for cloud gaming with foveated graphics using a consumer grade real-time eye tracker and an open source cloud gaming platform. In this article, we describe the system and its evaluation through measurements with representative games from different genres to understand the effect of parameterization of the FVE scheme on bandwidth requirements and to understand its feasibility from the latency perspective. We also present results from a user study. The results suggest that it is possible to find a "sweet spot" for the encoding parameters so that the users hardly notice the presence of foveated encoding but at the same time the scheme yields most of the bandwidth savings achievable.

CVMar 26, 2018
Latency and Throughput Characterization of Convolutional Neural Networks for Mobile Computer Vision

Jussi Hanhirova, Teemu Kämäräinen, Sipi Seppälä et al.

We study performance characteristics of convolutional neural networks (CNN) for mobile computer vision systems. CNNs have proven to be a powerful and efficient approach to implement such systems. However, the system performance depends largely on the utilization of hardware accelerators, which are able to speed up the execution of the underlying mathematical operations tremendously through massive parallelism. Our contribution is performance characterization of multiple CNN-based models for object recognition and detection with several different hardware platforms and software frameworks, using both local (on-device) and remote (network-side server) computation. The measurements are conducted using real workloads and real processing platforms. On the platform side, we concentrate especially on TensorFlow and TensorRT. Our measurements include embedded processors found on mobile devices and high-performance processors that can be used on the network side of mobile systems. We show that there exists significant latency--throughput trade-offs but the behavior is very complex. We demonstrate and discuss several factors that affect the performance and yield this complex behavior.

MMAug 9, 2017
Joint Optimization of QoE and Fairness Through Network Assisted Adaptive Mobile Video Streaming

Abbas Mehrabi, Matti Siekkinen, Antti Ylä-Jääski

MPEG has recently proposed Server and Network Assisted Dynamic Adaptive Streaming over HTTP (SAND-DASH) for video streaming over the Internet. In contrast to the purely client-based video streaming in which each client makes its own decision to adjust its bitrate, SAND-DASH enables a group of simultaneous clients to select their bitrates in a coordinated fashion in order to improve resource utilization and quality of experience. In this paper, we study the performance of such an adaptation strategy compared to the traditional approach with large number of clients having mobile Internet access. We propose a multi-servers multi-coordinators (MSs-MCs) framework to model groups of remote clients accessing video content replicated to spatially distributed edge servers. We then formulate an optimization problem to maximize jointly the QoE of individual clients, proportional fairness in allocating the limited resources of base stations as well as balancing the utilized resources among multiple serves. We then present an efficient heuristic-based solution to the problem and perform simulations in order to explore parameter space of the scheme as well as to compare the performance to purely client-based DASH.

MMJun 15, 2017
Foveated Video Streaming for Cloud Gaming

Gazi Illahi, Matti Siekkinen, Enrico Masala

Good user experience with interactive cloud-based multimedia applications, such as cloud gaming and cloud-based VR, requires low end-to-end latency and large amounts of downstream network bandwidth at the same time. In this paper, we present a foveated video streaming system for cloud gaming. The system adapts video stream quality by adjusting the encoding parameters on the fly to match the player's gaze position. We conduct measurements with a prototype that we developed for a cloud gaming system in conjunction with eye tracker hardware. Evaluation results suggest that such foveated streaming can reduce bandwidth requirements by even more than 50% depending on parametrization of the foveated video coding and that it is feasible from the latency perspective.

HCNov 25, 2016
Dissecting the End-to-end Latency of Interactive Mobile Video Applications

Teemu Kämäräinen, Matti Siekkinen, Antti Ylä-Jääski et al.

In this paper we measure the step-wise latency in the pipeline of three kinds of interactive mobile video applications that are rapidly gaining popularity, namely Remote Graphics Rendering (RGR) of which we focus on mobile cloud gaming, Mobile Augmented Reality (MAR), and Mobile Virtual Reality (MVR). The applications differ from each other by the way in which the user interacts with the application, i.e., video I/O and user controls, but they all share in common the fact that their user experience is highly sensitive to end-to-end latency. Long latency between a user control event and display update renders the application unusable. Hence, understanding the nature and origins of latency of these applications is of paramount importance. We show through extensive measurements that control input and display buffering have a substantial effect on the overall delay. Our results shed light on the latency bottlenecks and the maturity of technology for seamless user experience with these applications.

MMMay 13, 2016
A First Look at Quality of Mobile Live Streaming Experience: the Case of Periscope

Matti Siekkinen, Enrico Masala, Teemu Kämäräinen

Live multimedia streaming from mobile devices is rapidly gaining popularity but little is known about the QoE they provide. In this paper, we examine the Periscope service. We first crawl the service in order to understand its usage patterns. Then, we study the protocols used, the typical quality of experience indicators, such as playback smoothness and latency, video quality, and the energy consumption of the Android application.

MMMar 14, 2014
Saving Energy in Mobile Devices for On-Demand Multimedia Streaming -- A Cross-Layer Approach

Mohammad Ashraful Hoque, Matti Siekkinen, Jukka K. Nurminen et al.

This paper proposes a novel energy-efficient multimedia delivery system called EStreamer. First, we study the relationship between buffer size at the client, burst-shaped TCP-based multimedia traffic, and energy consumption of wireless network interfaces in smartphones. Based on the study, we design and implement EStreamer for constant bit rate and rate-adaptive streaming. EStreamer can improve battery lifetime by 3x, 1.5x and 2x while streaming over Wi-Fi, 3G and 4G respectively.

MMNov 18, 2013
Mobile Multimedia Streaming Techniques : QoE and Energy Consumption Perspective

Mohammad Ashraful Hoque, Matti Siekkinen, Jukka K. Nurminen et al.

Multimedia streaming to mobile devices is challenging for two reasons. First, the way content is delivered to a client must ensure that the user does not experience a long initial playback delay or a distorted playback in the middle of a streaming session. Second, multimedia streaming applications are among the most energy hungry applications in smartphones. The energy consumption mostly depends on the delivery techniques and on the power management techniques of wireless access technologies (Wi-Fi, 3G, and 4G). In order to provide insights on what kind of streaming techniques exist, how they work on different mobile platforms, their efforts in providing smooth quality of experience, and their impact on energy consumption of mobile phones, we did a large set of active measurements with several smartphones having both Wi-Fi and cellular network access. Our analysis reveals five different techniques to deliver the content to the video players. The selection of a technique depends on the mobile platform, device, player, quality, and service. The results from our traffic and power measurements allow us to conclude that none of the identified techniques is optimal because they take none of the following facts into account: access technology used, user behavior, and user preferences concerning data waste. We point out the technique with optimal playback buffer configuration, which provides the most attractive trade-offs in particular situations.

MMSep 13, 2012
Investigating Streaming Techniques and Energy Efficiency of Mobile Video Services

Mohammad Ashraful Hoque, Matti Siekkinen, Jukka K. Nurminen et al.

We report results from a measurement study of three video streaming services, YouTube, Dailymotion and Vimeo on six different smartphones. We measure and analyze the traffic and energy consumption when streaming different quality videos over Wi-Fi and 3G. We identify five different techniques to deliver the video and show that the use of a particular technique depends on the device, player, quality, and service. The energy consumption varies dramatically between devices, services, and video qualities depending on the streaming technique used. As a consequence, we come up with suggestions on how to improve the energy efficiency of mobile video streaming services.