MMSep 16, 2018Code
Cloud Gaming With Foveated GraphicsGazi 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 VisionJussi 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 StreamingAbbas 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.
HCNov 25, 2016
Dissecting the End-to-end Latency of Interactive Mobile Video ApplicationsTeemu 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.