{"id":19584,"date":"2020-02-02T16:38:42","date_gmt":"2020-02-02T14:38:42","guid":{"rendered":"https:\/\/hgpu.org\/?p=19584"},"modified":"2020-02-02T16:38:42","modified_gmt":"2020-02-02T14:38:42","slug":"interoperable-gpu-kernels-as-latency-improver-for-mec","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=19584","title":{"rendered":"Interoperable GPU Kernels as Latency Improver for MEC"},"content":{"rendered":"<p>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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[11,3],"tags":[1782,187,332,20,2046,2017,176,1847],"class_list":["post-19584","post","type-post","status-publish","format-standard","hentry","category-computer-science","category-paper","tag-computer-science","tag-glsl","tag-graphics","tag-nvidia","tag-nvidia-geforce-rtx-2080","tag-nvidia-jetson-tx2","tag-package","tag-vulkan"],"views":2151,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/19584","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=19584"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/19584\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=19584"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=19584"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=19584"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}