可互操作的 GPU 内核作为 MEC 的延迟改进器
Interoperable GPU Kernels as Latency Improver for MEC
AI总结:
本文提出用 SPIR-V 兼容 GPU 内核作为中间表示替代视频编解码器,在 UE 与 MEC 服务器间传输图形数据,从而避免视频解码,将 UE 延迟降低七倍并实现毫秒级应用迁移。
摘要:
当 5G 成为主流时,混合现实(MR)应用预计将变得普遍。然而,由于基于视频的图形远程处理所需的资源(即视频编解码器解码),延迟要求难以满足。我们提出了一种应对这一挑战的方法:一种客户端-服务器实现,用于在移动 UE 和 MEC 服务器之间传输中间表示(IR),而不是视频编解码器,从而避免视频解码。我们展示了在传输图形的边缘计算工作负载上解决延迟瓶颈的能力。我们选择与 SPIR-V 兼容的 GPU 内核作为中间表示。我们的方法需要 GPU 架构和 GPU 领域特定语言(DSL)方面的专业知识,但与基于视频的边缘图形相比,它将 UE 设备延迟降低了七倍。此外,我们发现由于 UE 和 MEC 服务器上的冷启动时间都很短,应用迁移可以在毫秒级内完成。我们暗示基于图形的、位置感知的应用(如 MR)可以从这种方法中受益。
英文摘要:
Mixed reality (MR) applications are expected to become common when 5G goes mainstream. However, the latency requirements are challenging to meet due to the resources required by video-based remoting of graphics, that is, decoding video codecs. We propose an approach towards tackling this challenge: a client-server implementation for transacting intermediate representation (IR) between a mobile UE and a MEC server instead of video codecs and this way avoiding video decoding. We demonstrate the ability to address latency bottlenecks on edge computing workloads that transact graphics. We select SPIR-V compatible GPU kernels as the intermediate representation. Our approach requires know-how in GPU architecture and GPU domain-specific languages (DSLs), but compared to video-based edge graphics, it decreases UE device delay by sevenfold. Further, we find that due to low cold-start times on both UEs and MEC servers, application migration can happen in milliseconds. We imply that graphics-based location-aware applications, such as MR, can benefit from this kind of approach.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。