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Practical edge-assisted mobile computing: in the case of augmented reality and virtual reality
PhD Thesis Proposal Defence
Title: "Practical edge-assisted mobile computing: in the case of
augmented reality and virtual reality"
by
Mr. Wenxiao ZHANG
Abstract:
Smartphone is now a necessity of people's daily life, and we are enjoying
various services on it with numerous mobile applications. However, the
resource and communication limitations of a single mobile device make it
insufficient in satisfying the real-time and interactive constraints of
some computation intensive applications, such as mobile Augmented Reality
and mobile Virtual Reality. To bridge the gap, we utilize the processing
power of edge servers via task offloading and build practical mobile
systems which significantly outperforms state-of-the-art mobile systems in
terms of scalability, battery life, latency, quality of experience (QoE),
etc..
In the case of mobile Augmented Reality, large-scale object recognition is
an essential but time consuming task. To offload the object recognition
task and enhance the system performance, we explore how the GPU and the
multi-core architecture on the edge servers would accelerate the
large-scale object recognition process. With the carefully designed
offloading pipeline and edge acceleration, we are able to finish the whole
AR pipeline within one frame interval (33 ms for a 30 fps camera system)
while maintaining high recognition accuracy with large-scale datasets.
Despite the performance concern on the mobile devices, edge servers are
also faced with scalability issues, as too many concurrent offloading
requests would exhaust the processing capacity of the edge and result in
delayed execution with tasks queuing on the edge. To address this
scalability issue, we propose a two-tier architecture for mobile AR: 1)
when there is enough processing capacity remaining on the edge, the mobile
client would offload the recognition task to achieve the best performance,
and 2) when the edge is heavily occupied, the mobile client would derive
its own result based on the previous recognition result from nearby
device's cache, which is based on the fact that users in vicinity have a
high chance of querying the same physical objects. This two-tier
architecture not only guarantees the system performance when serving
massive concurrent users, but also enables innovative features such as
multi-player AR.
In the case of mobile Virtual Reality, existing 360 video streaming
systems are suffering from insufficient pixel density, as the video
resolution falling within the user's field of view (FoV) is relatively
low. We utilize the edge server for ultra-high resolution video
transcoding and implement a system which streams tile-based viewport
adaptive 360 videos onto the mobile clients. With this edge proxy, we
successfully achieve 16k 360 video streaming onto off-the-shelf
smartphones, achieving high quality frames and fluent 30 fps playback
without overwhelming the processing capacity of the smartphones.
Date: Friday, 26 April 2019
Time: 2:00pm - 4:00pm
Venue: Room 5566
(lifts 27/28)
Committee Members: Dr. Pan Hui (Supervisor)
Prof. James Kwok (Chairperson)
Prof. Gary Chan
Dr. Pedro Sander
**** ALL are Welcome ****