2020
DOI: 10.1109/mm.2020.2985692
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Energy-Efficient Video Processing for Virtual Reality

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Cited by 24 publications
(26 citation statements)
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“…As the size of a single decoded video frame becomes as large as tens of megabytes for a highresolution video (e.g., 24MB for a 4K video), the data movement to/from DRAM alone contributes more than 30% of the total system energy consumption. State-of-the-art VR streaming schemes [61,108], which significantly reduce the energy for computation compared to traditional schemes [33,40], show similar trends in the energy consumption breakdown. In this paper, we find two inefficiencies of conventional video display schemes that result in the underutilization of advanced architectural features widely available in modern mobile systems.…”
Section: Introductionmentioning
confidence: 91%
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“…As the size of a single decoded video frame becomes as large as tens of megabytes for a highresolution video (e.g., 24MB for a 4K video), the data movement to/from DRAM alone contributes more than 30% of the total system energy consumption. State-of-the-art VR streaming schemes [61,108], which significantly reduce the energy for computation compared to traditional schemes [33,40], show similar trends in the energy consumption breakdown. In this paper, we find two inefficiencies of conventional video display schemes that result in the underutilization of advanced architectural features widely available in modern mobile systems.…”
Section: Introductionmentioning
confidence: 91%
“…Most mobile applications follow a sequence of steps that use multiple SoC IPs. In today's software and hardware architectures, an application (which runs on a CPU core) orchestrates each step and interaction with the IPs (e.g., VD, DC, NIC) [61,69,105]. The application interacts with and issues tasks to an IP driver using an application programming interface (API), which serves as an abstraction layer for the hardware.…”
Section: Mobile Soc Micro-architecturementioning
confidence: 99%
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“…Moreover, it is likely to utilize cloud computing for image rendering in the near future, by virtue of cloud VR [40][41][42]. Currently, the display accounts for 7-17% of the total power of a VR device [43][44][45]. However, the display accounts for about 30% of the total power of a cloud VR system.…”
Section: Performance Evaluation For Power-savingmentioning
confidence: 99%