Difference between revisions of "Resource:Seminar"

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{{SemNote
{{SemNote
|time='''2025-01-03 10:30-12:00'''
|time='''2025-09-19 10:30'''
|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 = Volumetric videos offer a unique interactive experience and have the potential to enhance social virtual reality and telepresence. Streaming volumetric videos to multiple users remains a challenge due to its tremendous requirements of network and computation resources. In this paper, we develop MuV2, an edge-assisted multi-user mobile volumetric video streaming system to support important use cases such as tens of students simultaneously consuming volumetric content in a classroom. MuV2 achieves high scalability and good streaming quality through three orthogonal designs: hybridizing direct streaming of 3D volumetric content with remote rendering, dynamically sharing edge-transcoded views across users, and multiplexing encoding tasks of multiple transcoding sessions into a limited number of hardware encoders on the edge. MuV2 then integrates the three designs into a holistic optimization framework. We fully implement MuV2 and experimentally demonstrate that MuV2 can deliver high-quality volumetric videos to over 30 concurrent untethered mobile devices with a single WiFi access point and a commodity edge server.
|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 =MobiCom'24
|confname =NSDI'25
|link = https://dl.acm.org/doi/abs/10.1145/3636534.3649364
|link = https://www.usenix.org/conference/nsdi25/presentation/li-yang
|title= MuV2: Scaling up Multi-user Mobile Volumetric Video Streaming via Content Hybridization and Sharing
|title= Dissecting and Streamlining the Interactive Loop of Mobile Cloud Gaming
|speaker=Jiyi
|speaker= Li Chen
|date=2025-01-03
|date=2025-9-9
}}{{Latest_seminar
}}
|abstract = The advent of 5G promises high bandwidth with the introduction of mmWave technology recently, paving the way for throughput-sensitive applications. However, our measurements in commercial 5G networks show that frequent handovers in 5G, due to physical limitations of mmWave cells, introduce significant under-utilization of the available bandwidth. By analyzing 5G link-layer and TCP traces, we uncover that improper interactions between these two layers causes multiple inefficiencies during handovers. To mitigate these, we propose M2HO, a novel device-centric solution that can predict and recognize different stages of a handover and perform state-dependent mitigation to markedly improve throughput. M2HO is transparent to the firmware, base stations, servers, and applications. We implement M2HO and our extensive evaluations validate that it yields significant improvements in TCP throughput with frequent handovers.
{{Latest_seminar
|confname =MobiCom'24
|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.
|link = https://dl.acm.org/doi/abs/10.1145/3636534.3690680
|confname =APNet'25
|title= M2HO: Mitigating the Adverse Effects of 5G Handovers on TCP
|link = https://dl.acm.org/doi/10.1145/3735358.3735368
|speaker=Jiacheng
|title= FlexSpark: Robust and Efficient Multi-Device Collaborative Inference over Wireless Network
|date=2025-01-03
|speaker=Ruizhen
|date=2025-9-19
}}
}}
{{Resource:Previous_Seminars}}
{{Resource:Previous_Seminars}}

Latest revision as of 18:03, 18 September 2025

Time: 2025-09-19 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

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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