Déjà View: Spatio-Temporal Compute Reuse for' Energy-Efficient 360° VR Video Streaming
Shulin Zhao, Haibo Zhang, Sandeepa Bhuyan, Cyan Subhra Mishra, Ziyu Ying, Mahmut T. Kandemir, Anand Sivasubramaniam, Chita R. Das
摘要
The emergence of virtual reality (VR) and augmented reality (AR) has revolutionized our lives by enabling a 360° artificial sensory stimulation across diverse domains, including, but not limited to, sports, media, healthcare, and gaming. Unlike the conventional planar video processing, where memory access is the main bottleneck, in 360° VR videos the compute is the primary bottleneck and contributes to more than 50% energy consumption in battery-operated VR headsets. Thus, improving the computational efficiency of the video processing pipeline in a VR is critical. While prior efforts have attempted to address this problem through acceleration using a GPU or FPGA, none of them has analyzed the 360° VR pipeline to examine if there is any scope to optimize the computation with known techniques such as memoization.Thus, in this paper, we analyze the VR computation pipeline and observe that there is significant scope to skip computations by leveraging the temporal and spatial locality in head orientation and eye correlations, respectively, resulting in computation reduction and energy efficiency. The proposed Déjà View design takes advantage of temporal reuse by memoizing head orientation and spatial reuse by establishing a relationship between left and right eye projection, and can be implemented either on a GPU or an FPGA. We propose both software modifications for existing compute pipeline and microarchitectural additions for further enhancement. We evaluate our design by implementing the software enhancements on an NVIDIA Jetson TX2 GPU board and our microarchitectural additions on a Xilinx Zynq-7000 FPGA model using five video workloads. Experimental results show that Déjà View can provide 34% computation reduction and 17% energy saving, compared to the state-of-the-art design.
问问这篇 Paper
问问你的智能体。
Lune 读过与它相关的顶会 Paper,每个回答都会注明依据哪几篇。
引用它的顶会 Paper4
- So Predictable! Continuous 3D Hand Trajectory Prediction in Virtual RealityNisal Menuka Gamage, Deepana Ishtaweera, Martin Weigel, Anusha WithanaUIST 2021 · 被引用 45 次
- HoloAR: On-the-fly Optimization of 3D Holographic Processing for Augmented RealityShulin Zhao, Haibo Zhang, Cyan Subhra Mishra, Sandeepa Bhuyan 等MICRO 2021 · 被引用 22 次
- BurstLink: Techniques for Energy-Efficient Video Display for Conventional and Virtual Reality SystemsJawad Haj-Yahya, Jisung Park, Rahul Bera, Juan Gómez-Luna 等MICRO 2021 · 被引用 5 次
- Improving Resource and Energy Efficiency for Cloud 3D through Excessive Rendering ReductionTianyi Liu, Jerry Lucas, Sen He, Tongping Liu 等EuroSys 2024 · 被引用 1 次
相关 Paper
- Energy-Efficient 360-Degree Video Streaming on Multicore-Based Mobile DevicesXianda Chen, Guohong CaoINFOCOM 2023 · 被引用 6 次
- Post0-VR: Enabling Universal Realistic Rendering for Modern VR via Exploiting Architectural Similarity and Data SharingYu Wen, Chenhao Xie, Shuaiwen Leon Song, Xin FuHPCA 2023 · 被引用 4 次
- GSReuse: Temporally Adaptive Screen-Space Reuse for Accelerating 3D Gaussian SplattingChengzhi Tao, Yiyang Sun, Jie Guo, Tao Zhang 等IEEE VR 2026
- Wavelet-Based Fast Decoding of 360° VideosColin Groth, Sascha Fricke, Susana Castillo Alejandre, Marcus A. MagnorIEEE VR 2023 · 被引用 4 次
- VASTile: Viewport Adaptive Scalable 360-Degree Video Frame TilingChamara Madarasingha, Kanchana ThilakarathnaACM MM 2021 · 被引用 14 次
