Difference between revisions of "Resource:Seminar"

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{{SemNote
{{SemNote
|time='''2024-09-20 10:30-12:00'''
|time='''2024-09-29 10:30-12:00'''
|addr=4th Research Building A518
|addr=4th Research Building A518
|note=Useful links: [[Resource:Reading_List|📚 Readling list]]; [[Resource:Seminar_schedules|📆 Schedules]]; [[Resource:Previous_Seminars|🧐 Previous seminars]].
|note=Useful links: [[Resource:Reading_List|📚 Readling list]]; [[Resource:Seminar_schedules|📆 Schedules]]; [[Resource:Previous_Seminars|🧐 Previous seminars]].
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{{Latest_seminar
{{Latest_seminar
|abstract = Increasing bandwidth demands of mobile video streaming pose a challenge in optimizing the Quality of Experience (QoE) for better user engagement. Multipath transmission promises to extend network capacity by utilizing multiple wireless links simultaneously. Previous studies mainly tune the packet scheduler in multipath transmission, expecting higher QoE by accelerating transmission. However, since Adaptive BitRate (ABR) algorithms overlook the impact of multipath scheduling on throughput prediction, multipath adaptive streaming can even experience lower QoE than single-path. This paper proposes Chorus, a cross-layer framework that coordinates multipath scheduling with adaptive streaming to optimize QoE jointly. Chorus establishes two-way feedback control loops between the server and the client. Furthermore, Chorus introduces Coarse-grained Decisions, which assist appropriate bitrate selection by considering the scheduling decision in throughput prediction, and Finegrained Corrections, which meet the predicted throughput by QoE-oriented multipath scheduling. Extensive emulation and real-world mobile Internet evaluations show that Chorus outperforms the state-of-the-art MPQUIC scheduler, improving average QoE by 23.5% and 65.7%, respectively.  
|abstract = Overlapping cameras offer exciting opportunities to view a scene from different angles, allowing for more advanced, comprehensive and robust analysis. However, existing video analytics systems for multi-camera streams are mostly limited to (i) per-camera processing and aggregation and (ii) workload-agnostic centralized processing architectures. In this paper, we present Argus, a distributed video analytics system with cross-camera collaboration on smart cameras. We identify multi-camera, multi-target tracking as the primary task of multi-camera video analytics and develop a novel technique that avoids redundant, processing-heavy identification tasks by leveraging object-wise spatio-temporal association in the overlapping fields of view across multiple cameras. We further develop a set of techniques to perform these operations across distributed cameras without cloud support at low latency by (i) dynamically ordering the camera and object inspection sequence and (ii) flexibly distributing the workload across smart cameras, taking into account network transmission and heterogeneous computational capacities. Evaluation of three real-world overlapping camera datasets with two Nvidia Jetson devices shows that Argus reduces the number of object identifications and end-to-end latency by up to 7.13× and 2.19× (4.86× and 1.60× compared to the state-of-the-art), while achieving comparable tracking quality.
|confname=MobiCom' 24
|confname=TMC' 24
|link = https://dl.acm.org/doi/pdf/10.1145/3636534.3649359
|link = https://ieeexplore.ieee.org/abstract/document/10682605
|title= Chorus: Coordinating Mobile Multipath Scheduling and Adaptive Video Streaming
|title= Argus: Enabling Cross-Camera Collaboration for Video Analytics on Distributed Smart Cameras
|speaker=Jiahao
|speaker=Bairong
|date=2024-9-13
|date=2024-9-29
}}
}}


{{Latest_seminar
{{Latest_seminar
|abstract = In Distributed Quantum Computing (DQC), quantum bits (qubits) used in a quantum circuit may be distributed on multiple Quantum Computers (QCs) connected by a Quantum Data Network (QDN). To perform a quantum gate operation involving two qubits on different QCs, we have to establish an Entanglement Connection (EC) between their host QCs. Existing EC establishment schemes result in a long EC establishment time, and low quantum resource utilization.In this paper, we propose an Asynchronous Entanglement Routing and Provisioning (AEPR) scheme to minimize the task completion time in DQC systems. AEPR has three distinct features: (i). Entanglement Paths (EPs) for a given SD pair are predetermined to eliminate the need for runtime calculation; (ii). Entanglement Links (ELs) are created proactively to reduce the time needed create EL on demand; and (iii). For a given EC request, quantum swapping along an EP is performed by a repeater whenever two adjacent ELs are created, so precious quantum resources at the repeater can be released immediately thereafter for other ELs and ECs. Extensive simulations show that AEPR can save up to 76.05% of the average task completion time in DQC systems compared with the state-of-the-art entanglement routing schemes designed to maximize QDN throughput.  
|abstract = We present FarfetchFusion, a fully mobile live 3D telepresence system. Enabling mobile live telepresence is a challenging problem as it requires i) realistic reconstruction of the user and ii) high responsiveness for immersive experience. We first thoroughly analyze the live 3D telepresence pipeline and identify three critical challenges: i) 3D data streaming latency and compression complexity, ii) computational complexity of volumetric fusion-based 3D reconstruction, and iii) inconsistent reconstruction quality due to sparsity of mobile 3D sensors. To tackle the challenges, we propose a disentangled fusion approach, which separates invariant regions and dynamically changing regions with our low-complexity spatio-temporal alignment technique, topology anchoring. We then design and implement an end-to-end system, which achieves realistic reconstruction quality comparable to existing server-based solutions while meeting the real-time performance requirements (<100 ms end-to-end latency, 30 fps throughput, <16 ms motion-to-photon latency) solely relying on mobile computation capability.
|confname=INFOCOM' 23
|confname=MobiCom' 23
|link = https://doi.org/10.1109/infocom53939.2023.10229101
|link = https://dl.acm.org/doi/abs/10.1145/3570361.3592525
|title= Asynchronous Entanglement Provisioning and Routing for Distributed Quantum Computing
|title= FarfetchFusion: Towards Fully Mobile Live 3D Telepresence Platform
|speaker=Yaliang
|speaker=Mengfan
|date=2024-9-13
|date=2024-9-29
}}
}}


{{Resource:Previous_Seminars}}
{{Resource:Previous_Seminars}}

Latest revision as of 23:44, 26 September 2024

Time: 2024-09-29 10:30-12:00
Address: 4th Research Building A518
Useful links: 📚 Readling list; 📆 Schedules; 🧐 Previous seminars.

Latest

  1. [TMC' 24] Argus: Enabling Cross-Camera Collaboration for Video Analytics on Distributed Smart Cameras, Bairong
    Abstract: Overlapping cameras offer exciting opportunities to view a scene from different angles, allowing for more advanced, comprehensive and robust analysis. However, existing video analytics systems for multi-camera streams are mostly limited to (i) per-camera processing and aggregation and (ii) workload-agnostic centralized processing architectures. In this paper, we present Argus, a distributed video analytics system with cross-camera collaboration on smart cameras. We identify multi-camera, multi-target tracking as the primary task of multi-camera video analytics and develop a novel technique that avoids redundant, processing-heavy identification tasks by leveraging object-wise spatio-temporal association in the overlapping fields of view across multiple cameras. We further develop a set of techniques to perform these operations across distributed cameras without cloud support at low latency by (i) dynamically ordering the camera and object inspection sequence and (ii) flexibly distributing the workload across smart cameras, taking into account network transmission and heterogeneous computational capacities. Evaluation of three real-world overlapping camera datasets with two Nvidia Jetson devices shows that Argus reduces the number of object identifications and end-to-end latency by up to 7.13× and 2.19× (4.86× and 1.60× compared to the state-of-the-art), while achieving comparable tracking quality.
  1. [MobiCom' 23] FarfetchFusion: Towards Fully Mobile Live 3D Telepresence Platform, Mengfan
    Abstract: We present FarfetchFusion, a fully mobile live 3D telepresence system. Enabling mobile live telepresence is a challenging problem as it requires i) realistic reconstruction of the user and ii) high responsiveness for immersive experience. We first thoroughly analyze the live 3D telepresence pipeline and identify three critical challenges: i) 3D data streaming latency and compression complexity, ii) computational complexity of volumetric fusion-based 3D reconstruction, and iii) inconsistent reconstruction quality due to sparsity of mobile 3D sensors. To tackle the challenges, we propose a disentangled fusion approach, which separates invariant regions and dynamically changing regions with our low-complexity spatio-temporal alignment technique, topology anchoring. We then design and implement an end-to-end system, which achieves realistic reconstruction quality comparable to existing server-based solutions while meeting the real-time performance requirements (<100 ms end-to-end latency, 30 fps throughput, <16 ms motion-to-photon latency) solely relying on mobile computation capability.

History

2024

2023

2022

2021

2020

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

2019

2018

2017

Instructions

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