Difference between revisions of "Resource:Seminar"

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{{Latest_seminar
{{Latest_seminar
|abstract = Reconfigurable Intelligent Surfaces (RIS) are a promising technology for creating smart radio environments by controlling wireless propagation. However, several factors hinder the integration of RIS technology into existing cellular networks, including the incompatibility of RIS control interfaces with 5G PHY/MAC procedures for synchronizing radio scheduling decisions and RIS operation, and the cost and energy limitations of passive RIS technology. This paper presents RISENSE, a system for practical RIS integration in cellular networks. First, we propose a novel, low-cost, and low-power RIS design capable of decoding control messages without complex baseband operations or additional RF chains, utilizing a power sensor and a network of microstrip lines and couplers. Second, we design an effective in-band wireless RIS control interface, compatible with 5G PHY/MAC procedures, that embeds amplitude-modulated (AM) RIS control commands directly into standard OFDM-modulated 5G data channels. Finally, we propose a low-overhead protocol that supports swift on-demand RIS re-con gurability, making it adaptable to varying channel conditions and user mobility, while minimizing the wastage of 5G OFDM symbols. Our experiments validate the design of RISENSE and our evaluation shows that our system can reconfigure a RIS at the same pace as users move, boosting 5G coverage where static or slow RIS controllers cannot.
|abstract = With cloud-side computing and rendering, mobile cloud gaming (MCG) is expected to deliver high-quality gaming experiences to budget mobile devices. However, our measurement on representative MCG platforms reveals that even under good network conditions, all platforms exhibit high interactive latency of 112–403 ms, from a user-input action to its display response, that critically affects users’ quality of experience. Moreover, jitters in network latency often lead to significant fluctuations in interactive latency. In this work, we collaborate with a commercial MCG platform to conduct the first in-depth analysis on the interactive latency of cloud gaming. We identify VSync, the synchronization primitive of Android graphics pipeline, to be a key contributor to the excessive interactive latency; as many as five VSync events are intricately invoked, which serialize the complex graphics processing logic on both the client and cloud sides. To address this, we design an end-to-end VSync regulator, dubbed LoopTailor, which minimizes VSync events by decoupling game rendering from the lengthy cloud-side graphics pipeline and coordinating cloud game rendering directly with the client. We implement LoopTailor on the collaborated platform and commodity Android devices, reducing the interactive latency (by ∼34%) to stably below 100 ms.
|confname = Mobisys'25
|confname =NSDI'25
|link = https://dspace.networks.imdea.org/handle/20.500.12761/1925
|link = https://www.usenix.org/conference/nsdi25/presentation/li-yang
|title= RISENSE: Long-Range In-Band Wireless Control of Passive Reconfigurable Intelligent Surfaces
|title= Dissecting and Streamlining the Interactive Loop of Mobile Cloud Gaming
|speaker= Haifeng
|speaker= Li Chen
|date=2025-9-12
|date=2025-9-9
}}
}}
{{Latest_seminar
{{Latest_seminar
|abstract = Traditional 3D content representations include dense point clouds that consume large amounts of data and hence network bandwidth, while newer representations such as neural radiance fields suffer from poor frame rates due to their non-standard volumetric rendering pipeline. 3D Gaussian splats (3DGS) can be seen as a generalization of point clouds that meet the best of both worlds, with high visual quality and efficient rendering for real-time frame rates. However, delivering 3DGS scenes from a hosting server to client devices is still challenging due to high network data consumption (e.g., 1.5 GB for a single scene). The goal of this work is to create an efficient 3D content delivery framework that allows users to view high quality 3D scenes with 3DGS as the underlying data representation. The main contributions of the paper are: (1) Creating new layered 3DGS scenes for efficient delivery, (2) Scheduling algorithms to choose what splats to download at what time, and (3) Trace-driven experiments from users wearing virtual reality headsets to evaluate the visual quality and latency. Our system for Layered 3D Gaussian Splats delivery (L3GS) demonstrates high visual quality, achieving 16.9% higher average SSIM compared to baselines, and also works with other compressed 3DGS representations. The code is available at https://github.com/mavens-lab/layered_3d_gaussian_splats.
|abstract = The local deployment of large language models (LLMs) on mobile devices has garnered increasing attention due to its advantages in enhancing user privacy and enabling offline operation. However, given the limited computational resources of a single mobile device, only small language models (SLMs) with restricted capabilities can currently be supported. In this paper, we explore the potential of leveraging the collective computing power of multiple mobile devices to collaboratively support more efficient local LLM inference. We evaluate the feasibility and efficiency of existing parallelism techniques under the constraints of mobile devices and wireless network, identifying that chunked pipeline parallelism holds promise for realizing this vision. Building on this insight, we propose FlexSpark, a novel solution designed to achieve efficient and robust multi-device collaborative inference. FlexSpark incorporates priority scheduling, ordered communication, and elastic compression to maximize wireless bandwidth utilization, and thus accelerates distributed inference. Preliminary experimental results demonstrate that FlexSpark achieves up to a 2 × speedup compared to state-of-the-art frameworks, significantly enhancing the practicality and scalability of LLM deployment on mobile devices.
|confname =Mobicom'25
|confname =APNet'25
|link = https://arxiv.org/html/2504.05517v1
|link = https://dl.acm.org/doi/10.1145/3735358.3735368
|title= L3GS: Layered 3D Gaussian Splats for Efficient 3D Scene Delivery
|title= FlexSpark: Robust and Efficient Multi-Device Collaborative Inference over Wireless Network
|speaker=Jiyi
|speaker=Ruizhen
|date=2025-9-12
|date=2025-9-19
}}
}}
{{Resource:Previous_Seminars}}
{{Resource:Previous_Seminars}}

Revision as of 18:52, 16 September 2025

Time: 2025-09-12 10:30
Address: 4th Research Building A518
Useful links: 📚 Readling list; 📆 Schedules; 🧐 Previous seminars.

Latest

  1. [NSDI'25] Dissecting and Streamlining the Interactive Loop of Mobile Cloud Gaming, Li Chen
    Abstract: With cloud-side computing and rendering, mobile cloud gaming (MCG) is expected to deliver high-quality gaming experiences to budget mobile devices. However, our measurement on representative MCG platforms reveals that even under good network conditions, all platforms exhibit high interactive latency of 112–403 ms, from a user-input action to its display response, that critically affects users’ quality of experience. Moreover, jitters in network latency often lead to significant fluctuations in interactive latency. In this work, we collaborate with a commercial MCG platform to conduct the first in-depth analysis on the interactive latency of cloud gaming. We identify VSync, the synchronization primitive of Android graphics pipeline, to be a key contributor to the excessive interactive latency; as many as five VSync events are intricately invoked, which serialize the complex graphics processing logic on both the client and cloud sides. To address this, we design an end-to-end VSync regulator, dubbed LoopTailor, which minimizes VSync events by decoupling game rendering from the lengthy cloud-side graphics pipeline and coordinating cloud game rendering directly with the client. We implement LoopTailor on the collaborated platform and commodity Android devices, reducing the interactive latency (by ∼34%) to stably below 100 ms.
  2. [APNet'25] FlexSpark: Robust and Efficient Multi-Device Collaborative Inference over Wireless Network, Ruizhen
    Abstract: The local deployment of large language models (LLMs) on mobile devices has garnered increasing attention due to its advantages in enhancing user privacy and enabling offline operation. However, given the limited computational resources of a single mobile device, only small language models (SLMs) with restricted capabilities can currently be supported. In this paper, we explore the potential of leveraging the collective computing power of multiple mobile devices to collaboratively support more efficient local LLM inference. We evaluate the feasibility and efficiency of existing parallelism techniques under the constraints of mobile devices and wireless network, identifying that chunked pipeline parallelism holds promise for realizing this vision. Building on this insight, we propose FlexSpark, a novel solution designed to achieve efficient and robust multi-device collaborative inference. FlexSpark incorporates priority scheduling, ordered communication, and elastic compression to maximize wireless bandwidth utilization, and thus accelerates distributed inference. Preliminary experimental results demonstrate that FlexSpark achieves up to a 2 × speedup compared to state-of-the-art frameworks, significantly enhancing the practicality and scalability of LLM deployment on mobile devices.

History

|abstract =The rapid expansion of large language models (LLMs) requires the development of extensive GPU clusters, with companies deploying clusters with tens to hundreds of thousands of GPUs. This growth significantly expands the design space for LLM training systems, requiring thorough exploration of different parallelization strategies, communication parameters, congestion control, fabric topology, etc. Current methods require up to 10k simulation experiments to identify optimal configurations, with inadequate exploration leading to significant degradation of training performance. In this paper, we tackle the overlooked problem of efficiently conducting parallel simulation experiments for design space exploration. Our

2024

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2020

  • [Topic] [ The path planning algorithm for multiple mobile edge servers in EdgeGO], Rong Cong, 2020-11-18

2019

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