Abstract:Extended Reality (XR) enables immersive experiences through untethered headsets but suffers from stringent battery and resource constraints. Energy-efficient design is crucial to ensure both longevity and high performance in XR devices. However, latency and accuracy are often prioritized over energy, leading to a gap in achieving energy efficiency. This paper examines scene reconstruction, a key building block for immersive XR experiences, and demonstrates how energy efficiency can be achieved by navigating the trilemma of energy, latency, and accuracy. We explore three classes of energy-oriented optimizations, covering the algorithm, execution, and data, that reveal a broad design space through configurable parameters. Our resulting 72 designs expose a wide range of latency and energy trade-offs, with a smaller range of accuracy loss. We identify a Pareto-optimal curve and show that the designs on the curve are achievable only through synergistic co-optimization of all three optimization classes and by considering the latency and accuracy needs of downstream scene reconstruction consumers. Our analysis covering various use cases and measurements on an embedded class system shows that, relative to the baseline, our designs offer energy benefits of up to 60X with potential latency range of 4X slowdown to 2X speedup. Detailed exploration of a use case across representative data sequences from ScanNet showed about 25X energy savings with 1.5X latency reduction and negligible reconstruction quality loss.
Abstract:Sense-react systems (e.g. robotics and AR/VR) have to take highly responsive real-time actions, driven by complex decisions involving a pipeline of sensing, perception, planning, and reaction tasks. These tasks must be scheduled on resource-constrained devices such that the performance goals and the requirements of the application are met. This is a difficult scheduling problem that requires handling multiple scheduling dimensions, and variations in resource usage and availability. In practice, system designers manually tune parameters for their specific hardware and application, which results in poor generalization and increases the development burden. In this work, we highlight the emerging need for scheduling CPU resources at runtime in sense-react systems. We study three canonical applications (face tracking, robot navigation, and VR) to first understand the key scheduling requirements for such systems. Armed with this understanding, we develop a scheduling framework, Catan, that dynamically schedules compute resources across different components of an app so as to meet the specified application requirements. Through experiments with a prototype implemented on a widely-used robotics framework (ROS) and an open-source AR/VR platform, we show the impact of system scheduling on meeting the performance goals for the three applications, how Catan is able to achieve better application performance than hand-tuned configurations, and how it dynamically adapts to runtime variations.