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Energy Efficient Mobile Applications with
Mobile Cloud Computing (MCC)
Dr BHOJAN ANAND
+School of Computing,
National Uni. of Singapore
The ‘Garden City’
+ School of Computing,
National Uni. of Singapore
106 years old
7,000 staff
33,000
students
+
Let's Make this Interactive
Please feel free to interrupt and share your thought.
+
In this talk
n Gamelet - Distributed Cloud Infrastructure
n Elpincel - Cloud support for Adaptive
Display Power Management
+
Mobile Computing Changes Lifes
Price comparison Entertainment Mobile search
Navigation Learning
+
Smartphones are Intimate
n Mobile	
  phones	
  and	
  
millennials	
  (gen	
  Y)	
  	
  (Cisco	
  2012):	
  
•  75%	
  use	
  in	
  bed	
  before	
  sleep	
  	
  
•  83%	
  sleep	
  with	
  their	
  phones	
  
•  90%	
  check	
  first	
  thing	
  in	
  the	
  
morning	
  
•  A	
  third	
  use	
  in	
  bathroom	
  (!!)	
  
•  A	
  fiHh	
  check	
  every	
  ten	
  
minutes	
  
+
Mobile Devices in Use
n Over 90% in most parts of
the world
n  Some parts are 100+%
(Singapore. 152%)
n  73% India (23% of which are
smartphones)
n Web Access: 70% of rural
India's active Internet
population access the web
via mobile phones (25
million users in rural India)
Source:TRAI
+
Opportunitis in mobile
computing…
n What do users want?
n How to meet their needs?
+
Quantity (Bandwidth) vs
Functionalities
n If a quantity is changed by 10 times, there will be
qualitative changes in functionalities.
n GSM Data 9.6 Kbps: audio
n GPRS 100 Kbps: video QVGA 320x240
n 3G 2 Mbps: video VGA 640x480
n 4G/LTE 12 Mbps (75 Mbps Theoritical): HD Video
n 100 Mbps: Interactive Virtual Reality?
n Creativity has no limit. Users always want more.
+
Users always want more - Display
n Display
n Smartphones with five-inch screens or bigger
rose 369% in the first three months of this year
n LCD -> OLED (vivid colors and sharp)
n  Flexible or Bendable displays
n à Smartwatch
+
Users always want more –
Processors, Sensors
n Quad core Processors
n Render HD media, 3D Games
n 64-bit Architecture
n More sensors with greater
accuracy and new form
connectivities
n STEP Sensor – makes indoor
localisation feasible accross
multiple floors
+
Users always want more –
n  Navigation systems goes beyond simple GPS
n  A floor plan overlays on top of the physical floor
n  Multi-player shared games will require pose/
gesture recognition and emotion sensing, and rich
graphics
n  Interactive Virtual Reality environments for Mobile
n  Phones learns user bahaviours (higly personalised)
--- Adaptive OS
n  Integrated Authentication and Payment System
n  ….. and more
AR Map (iPhone)
+
Users always want more –
n These Applications Relies on ….
n speech recognition, natural language
processing, computer vision and graphics,
machine learning, augmented reality, planning
and decision making.
n What it is common among the above
functions?
n Solution?
+
Mobile Cloud Computing
n Small form factor mobile device
+
n Nearly unlimited computing resources of
Cloud
Mobile Cloud Computing (MCC) refers to set of
techniques that use near unlimted cloud
resources to empower mobile applications.
What is seacial about it? How it differs
from Cloud Computing?
+
Common Arctitecture Approch for
MCC
Offloading Computation and Storage
+
Benefits of using Clould services
for Mobile Computing
n Enhance computational and
storage capability
n Energy efficiency of the mobile
device
n Opportunity to gather more
sensing data (such as encountering
other mobile devices with different
sensing abilities)
n Access to different content/data
sets that are for eg. location
specific
(such as social net data)
+
MCC - Some Key Challenges:
n Processing Latency vs Communication Latency
n  Even with LTE, access to the closest data center will
incur a latency of at least 70ms
n Processing Energy vs Communication Energy
n  Offloading computation is not always effective in
saving energy
n Always-on connectivity, On-demand Bandwidth
scalability
n  One of the biggest issues, because the radio resource
for wireless networks is much more scarce than wired
networks
n Security and Privacy
+
Alternate Architectures are
required –Local Clould
n Moore’s law is expected to stay for at least
another 5-10 years.
n A Buck for Billion.“Billion Transistors on a Chip”
n What is means?
n Cloud Systems will move out of Huge Data
Centers
n @ Telco towers
n @ ISPs
n Or even Mobile Peers
+
Approaches for Arctitecture of
MCC - Local Peer-Cloud
Attractive Incentives
Security and Privacy
May be interstying for groupof users
working on a same problem!
+
Approaches for Arctitecture of
MCC – Local Micro-Cloud
A case for Micro-Cloud and an Application follows …
+
Mobile Cloud Computing
eg. Gamelets
Target Hardware: CPU/GPU
Target Application:Real-time Mobile
Multiplayer Games
Bhojan Anand, Aw Jia Hao Edwin , "Gamelets -
Multiplayer Mobile Games with Distributed Micro-
Clouds," [appeared IEEE-ICMU 2014]
+Real-time Multiplayer Games
+
Real-time Multiplayer Game
Charateristics
n Mobile Games and Game Maps
n Characteristics (FPS games)
n Highly interactive, Closed maps with occlusions, 40-80
fps
n ~20 pps server to client (in
regular interval, cannot burst!)
n ~40 pps client to server (in
regular interval, cannot burst!)
n Latency more than 180ms
makes the game play
annoying and not playable
+
Real-time Multiplayer Game
Charateristics
n Characteristics (MMORPG games)
n Slow speed games, with few high interactive areas
n Huge (100’s of square miles) open maps with few
occlusions. [Estimated – time taken to run from one
end to another].
n 100s to few 1000s of players
per server
n 40-60 fps
n ~15 pps server to client
n ~20 pps client to server
n Latency more than 400ms
makes the game play
annoying and not playable
+
Real-time Multiplayer Game
Charateristics
How did conventional multiplayer
games handle latency issue?
+
Real-time Multiplayer Game
Charateristics
n How did conventional multiplayer games
handle latency issue?
Local Game State Simulation
Immediate
Response
Prediction
Local
Perception
Filters
Require
Intelligent
Clients!
+
28
Event Collection
Client Frame
(60 fps)
Server Frame
(20 fps)
Player/Opponent
Extrapolation and
Interpolation
Render Graphics &
Audio
Game
Simulation
(Mechanics,
Physics, AI, etc)
Extrapolation to
Reduce BW
Game
State
Event Collection
Client Frame
(60 fps)
Player/Opponent
Extrapolation and
Interpolation
Render Graphics &
Audio
Game
Action
Game
Action
State
Sync
State
Sync
Local
Game
State
Local
Game
State
Latency Hiding and Synchronisation
+
Multiplayer Cloud Games
n Latency Hiding Techniques
n But, what happens when the client is dump?
n as in current CLOUD games
Immediate
Response Prediction
Local
Perception
Filters
Require
Intelligent
Clients!
+Mobile Multiplayer Cloud Games
•  CPU/GPU
load is
reduced to
save energy
•  Centralized
control
•  Scalable
•  Portable
+
Mobile Multiplayer Cloud Games
Key Challenges
-  All these
operations
should
happen
serially in
few ms!
-  Requires
high sever
bandwidth
for Video
Streaming
InteractionDelay
+
Multiplayer Cloud Games
n “the company had deployed thousands of
servers that were sitting unused, and only
ever had 1,600 concurrent users of the
service worldwide.”
http://www.theverge.com/2012/8/28/3274739/onlive-report
Active cloud gaming providers
G-cluster
Gaikai (subsidiary of Sony Computer Entertainment)
GFACE
Kalydo
OnLive
Playcast Media Systems
StreamMyGame
NVIDIA GRID
+
Multiplayer Cloud Games
n Could Games introduce additional
latencies
n Cloud Processing
n Encoding Video
n More serious one is:
n Network Latency and Jitter
n Worse in Mobile Environments.
n Even with LTE it takes 70ms to closest data center
n Goes upto 200ms
Key Challenge
+
Gamelet System
n  Gamelet is a minimal-set hardware
required to run, render and stream 3D
games placed in the same local network or
few hops (most of the time one or two hops)
away from the mobile client.
n Uses distributed rendering to counter the
limitations of renderer hw resources
Render at next hop!
+
Gamelet Architecture
Benefits:-
-  Latency Hiding
(Immediate Feedback,
DR, LPF)
-  Scalable (Bandwidth)
-  Distributed Rendering
COMPONENTS:-
- Processing Unit,
- RAM ,
- Graphics Card,
- Flash Drive for basic
OS
Peer device can be a Gamelet!
+
Gamelet System
n Zone Distribution
n Distributed Rendering (Peer-Assisted
Rendering)
n  Content Based Adaptive Streaming
Focused Areas of this Work
+
Zone Distribution & Distributed
Rendering
n Avg Size of a 3D Game 5 Gbytes
n Eg. Battlefield 3 recommends 4GB RAM and
20GB Storage
n It will take about 56 mins to download over
3G network (assuming 1.5 Mbps)
Download/Render
only the “Zones of
Interest”
Check adjacent
Gamelets before
downloading
Zones
+
Zone Distribution
Zones and What they Contain
+
Zone Subdivision Algorithm
Ø  Max Zone Size=
function(t_Downloa
d, t_Load)
Ø  Recursively divide
until the zone size is
less than max size
Ø  Dynamically
Resized
+
Zone Request Processing
n Request to
download
n When user (player
camera) enters the
boundary
n  Request to load
n  When user’s far clip
plane enters a new
zone
Boundary Size = function(far clip plane distance,
t_Download, t_Movement)
+
Distributed Rendering
n Common Methods/Libraries
n Network-Integrated Multimedia Middleware
(NMM)
n Top Game engines do not have NMM layer
n Real-Time Scene Graph (RTSG)
n Not accessible for Game developers
n  Multi-Camera Distributed Rendering
(MCDR)
n Practicable Approach
n Can be used with any Game Engine
+
MCDR - Rotating Camera
70 mm è 35mm + 35mm
+
MCDR - Rotating Camera
Fish eye view on objects near and far
NOT
RECOMMENDED!
+
+
MCDR - Reshaping the view
frustum
n Most Appropriate Way
-  Settings are
Same as Main
camera.
-  Manipulate Side
Clip Planes
+
Distributed Rendering
Rendering sections of view port in parallel
+
Selecting Adjacent Gamelets
n Initial adjacency list is obtained from the
main Game Server
n List is maintained with periodic ‘pings’ to
neighbors
n A Gamelet will send data to neighbor node
only if ….
n Send Data
n Render
n Receive Image
In Serial < 40ms
(1/25 s)
+
Streaming to Client
n 30% of the display is used for in-game HUD
n 5-8fps is sufficient for such static areas
n We mask this area in all other frames, resulting in
high compression ratio
Content Based Adaptive Streaming (CBAS)
+
Streaming to Client
n When the player is idle and his view is
static, the background is mostly static
n Stream at low rate
Content Based Adaptive Streaming (CBAS)
+
Game Client
n The client side code of the game simply
gets the compressed stream from the
Gamelet and uncompresses it to display.
n  In addition, it captures all the user actions.
n [No Audio in Current Version]
Display and Collect User Actions
+
Evaluations
n  800x480 WVGA
n  1 to 3 Mbps after state-of-the-art compression with
CBAS
n Support upto 5 clients in 802.11b
n 9.6 Kbps between Gamelet to Server
n Server Scalability Increases by at least 100 times
(1000/9.6)
Bandwidth & Scalability
+
Evaluations
n  Measured with windows task manager and
MSI Afterburner version 2.3.1
n GPU Load is proportional to number of pixels
to render. [Linear]
Average Processing Load
+
Evaluation
n Garden of Eden – 3D survival Game
n Game Server in School Network
n Gamelets and Clients at two randomly selected
802.11 APs in School
n Laptop, iPad versions of the Client were used
n Seven UG users played the Game. Played multiple
versions after 20mins training (Game mechanics)
n  Observed artefacts (latency, jitter, visual quality,
synchronisation etc)
Small Scale User Study
+
Evaluation
Small Scale User Study
+
Contribution
n First attempt towards a distributed micro-
cloud infrastructure
n Multi-camera Distributed Rendering
n Can be done on top of any game engine
n Content Based Adaptive Streaming
Techniques for Games
n Basic Results are Promising
+
Demo
n  Look for “Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds” in Youtube
+
Key Take Away …
n As processing and storage cost reduces
n Cloud systems will be available very close to
client
n Current CLOUD games assume Dump
Clients
n No game knowledge. No latency hiding
techniques
n Wireless latency is still very high
n Solution è Gamelets
+
Open Issues
n  Classical Argument - Distributed vs Central?
n  How handle Security and Cheating issues?
n  How do we know the adjacent Gamelets? Who maintains the list?
n  What happens when the user moves from the area of one Gamelet to
another?
n  When to distribute the rendering task and to how many Gamelets?
n  Who hosts the Gamelets?
n  Many mobile clients have good processing power. Can we exploit
this?
n  ----- many more …..
+
Mobile Cloud Computing
Cloud support for Adaptive Display
Power Management
+
Limitations of Mobile Computing
Weight Size
Performance Energy
+
Well Known Problem
n Demand and Supply
HTC
Desire
HD
8h 10
min,
420h
5h 20
min, 490h
1h 50 min
+
Mobile phone power consumption
n Mobile phone subscriptions worldwide has
surpassed 6 billion
n Annual electricity consumption for a
mobile phone 11 KWh per year.
n Mobile devices: ~13% of global ICT energy.
Including data centre energy consumption!
Ref: Bhojan Anand ‘Energy efficient algorithms and techniques for wireless mobile clients’, NUS Scholar Bank
+
Where does the energy go?
Bhojan Anand et al., ‘Adaptive Display Power Management for Mobile Games’,
Mobisys 2011
HOW DIDWE MEASURE?
+
Observations by other researchers
©: Corell.
Locally Stored Video
Downloading a 15 MillionBits file via HTTP
using wget
+
Energy Efficiency in Display &
Network subsystems
n Applications with Cloud Support can also
help in improving the energy efficiency of
Display and Network in mobile devices
n Will see 1 example work on Display Energy ….
+
Mobile Cloud Computing
- eg. Elpincel - HVS based Color
Transformation
Target Hardware: OLED Displays and
and its Variants such as AMOLED
Target Application: Images,Texts,
Videos, Games
-  Bhojan Anand , et. al, "El-pincel: a painter cloud
service for greener Web Pages," ACM Multimedia
2012
-  Bhojan Anand, et.al, "PARVAI - HVS Aware Adaptive
Display Power Management for Mobile Games," [to
appear,IEEE- ICMU- 2014]
+
Why Organic LED (OLED)?
n  Alternate display technology to LCD. (Growing faster!)
Samsung Panasonic Motorola Nokia HTC LG
> 20 models 102p RAZR i Lumia820 One-S Optimus
5.5” note II
Larger
Screens
7.7” Galaxy Tab
Much wider use – TVs,
Cameras, etc
55”OLEDTV
+
Why bother?
*Sources:Engadget&LGDisplay
+
Why bother?
n Popular websites uses White or Light color
background
n 65% of the web contents are White
+
Organic LED (OLED)
Brighter contents
consumes more power
Each pixel is
individually
illuminated in OLEDs
Factor 1: Brightness / Luminance
700 mW
255 mW
+
Organic LED (OLED)
n Disparity in OLED sub-pixel power
consumption
Factor 2: Color / Hue
two sub-pixels per pixel
RGBG - Pentile
n Eg. Blue OLED material
n Lowest luminance efficiency
(lu/Watt)
n Higher current is used to
match luminance with Green
n Results in Lower Lifetime
n Solution: Larger Blue Sub-pixel.
(Variation in Size & Current for
each sub-pixel)
+
Basic Solution 1:Web Design
ADOBE - NORMAL
ADOBE - MOBILE ADOBE - OLED
+
Basic Solution 1:Web Design
n Myth-> Mobile = Less
n ‘the mobile use case’ has changed - Long
sessions are common
n 50% of the webpages visited by iPhone
users are Non-Mobile Versions – Study at RICE
univ
n è W3C recommends – “One Web”
n Usable Web for All devices
+
Basic Solution 2
Existing Work
n  OLED Power Consumption = f
(pixel brightness, pixel color)
n  Bright Pixels consume more
power
n  P(Blue) > P(Red) > P(Green) or
P(Blue) > P(Green) > P(Red)
n Existing Work:
n  Make Text/Background Dark or
Green (or May be Red)
n  Make Images Dark
41%
+Basic Solution 2
Existing Work
1. Poor Chromatic and
Achromatic Contrast
2. Brand identity is Lost
3. Pixels obtained from
Browser’s Frame buffer to
transform (Unnecessary
Complexity! and Penalty!)
4. Works only for custom
made browser
5. Naïve Image
Transformation
41%
+
Our Solution
n Transform before
rendering (Cloud Service)
n  Browser Independent
n  Client side cost = 0
n Retain Brand Identity
n Ensure Chromatic and
Achromatic contrast at
recommended level
n Quality – User Defined (0 –
60% saving)
n HVS based image
processing
60%
20%
+
Introducing…
El-pincel Cloud Service
n Repaints web pages to energy efficient
colors
n No processing cost to client
n Modifies:
n Text / Layout
n Images
+
System Components
+
Client Analyzer
n Communicates with client
n Client communicates via “agent”
n Details Gathered
n Device Model, Screen Type, User
Requirements
Only need to configure
the Browser
+
System Components
+
Brand Color Manager
n Obtain key image (default:- Favicon)
+
Brand Color Manager
n Extracts dominant colors
n Ranks color according to presence
n Pick m most power efficient colors for
target device
+
System Components
+
Color Palette Generator
n Input: Cascading Style Sheets (CSS) file
n From the m colors, select a color (base
color) which matches the user’s energy
efficiency requirement.
n Set of Monochromatic/Analogous colors
(equal energy) – Background
Harmonic Color
Wheel Types
+
Color Palette Generator
n Complementary colors – Foreground (e.g.
text)
n  Additional Constraint:W3C recommended
Chromatic and Achromatic contrast
n Output: New CSS generated
Harmonic
Foreground
Colors
+
Color Palette Generator
n Energy Efficiency Matching (Approx.)
19% text
pixels
13% text
pixels
+
System Components
+Image Tone
Mapping Engine
n  Based on properties of
Human Visual System (HVS)
n  Human eye is more sensitive
towards green color and red
than blue
n  STEP 1: Energy Efficient Color
Mapping
n  Human eye is more sensitive
to local contrast compared to
global contrast
n  STEP 2: Local Contrast Based
Darkening
Our approach
+
Energy Efficient Color Mapping
For each color C = {r, g, b},
Map to a new color C’= {r’,g’,b’} with
minimum power consumption
With constraints:
- Hue change
- Saturation change
- Constant brightness/luminance
Optimization problem
+
Local Contrast Based Darkening
n Darkens image based on local
contrast
n Area with edges depicts structure
+
Local Contrast Based Darkening
- =
Higher intensity of darkening in area with low contrast
Local contrast mask
+
Local Contrast Based Darkening
Higher intensity of darkening in area with low contrast
+
Image transformation 60% saving
Relative
darkening
Simple
darkening
Original Our
approach
+
+
+
Image transformation 60% saving
Relative
darkening
Simple
darkening
Original Our
approach
+
Image transformation 60% saving
Relative
darkening
Simple
darkening
Original Our
approach
+
Web page transformation
Original Modified
20% saving
http://www.apple.com/
+
Web page transformation
Original Modified
60% saving
http://www.adobe.com/
+Demo
n  Look for “El-pincel : A Painter Cloud Service for Greener Web Pages” in Youtube
+
Follow-up works
n The idea is already embrased by Industry
(Samsung Devices)
+
Two Key Areas to Focus
n Compute Intensive Applications -> Mobile
Could Computing
n Eg. Gamelet
n Smaller Devices (and Higher Quality
Demand) -> Application Aware Energy
Efficiency suppoterd by Cloud
Infrastructure
n Eg. Elpincel
+
More details at ….
n  Bhojan Anand, et. al. "Adaptive Display Power Management for Mobile Games”, ACM
MobiSys 2011,Washington DC, June 2011. (http://doi.acm.org/10.1145/1999995.2000002)
n  Bhojan Anand , et al. "El-pincel: a painter cloud service for greener Web Pages,” ACM MM
2012. (http://dl.acm.org/citation.cfm?id=2000037)
n  Bhojan Anand, Aw Jia Hao Edwin , "Gamelets - Multiplayer Mobile Games with Distributed
Micro-Clouds," IPSJ-IEEE ICMU 2014 (Search in IEEE Xplore during Second Week of Jan )
n  Bhojan Anand, et al. "PARVAI - HVS Aware Adaptive Display Power Management for Mobile
Games," IPSJ-IEEE ICMU 2014 (Search in IEEE Xplore during Second Week of Jan )
n  Bhojan Anand, et al."Game Action Based Power Management for Multiplayer Online
Game," ACM MobiHeld 2009.(http://dl.acm.org/citation.cfm?id=1592619)
+
Demos and Tools at ….
n www.comp.nus.edu.sg/~bhojan
n For tools / Source codes:
n Email to: banand@comp.nus.edu.sg
+
THANKYOU
Questions?

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Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )

  • 1. + Energy Efficient Mobile Applications with Mobile Cloud Computing (MCC) Dr BHOJAN ANAND
  • 2. +School of Computing, National Uni. of Singapore The ‘Garden City’
  • 3. + School of Computing, National Uni. of Singapore 106 years old 7,000 staff 33,000 students
  • 4. + Let's Make this Interactive Please feel free to interrupt and share your thought.
  • 5. + In this talk n Gamelet - Distributed Cloud Infrastructure n Elpincel - Cloud support for Adaptive Display Power Management
  • 6. + Mobile Computing Changes Lifes Price comparison Entertainment Mobile search Navigation Learning
  • 7. + Smartphones are Intimate n Mobile  phones  and   millennials  (gen  Y)    (Cisco  2012):   •  75%  use  in  bed  before  sleep     •  83%  sleep  with  their  phones   •  90%  check  first  thing  in  the   morning   •  A  third  use  in  bathroom  (!!)   •  A  fiHh  check  every  ten   minutes  
  • 8. + Mobile Devices in Use n Over 90% in most parts of the world n  Some parts are 100+% (Singapore. 152%) n  73% India (23% of which are smartphones) n Web Access: 70% of rural India's active Internet population access the web via mobile phones (25 million users in rural India) Source:TRAI
  • 9. + Opportunitis in mobile computing… n What do users want? n How to meet their needs?
  • 10. + Quantity (Bandwidth) vs Functionalities n If a quantity is changed by 10 times, there will be qualitative changes in functionalities. n GSM Data 9.6 Kbps: audio n GPRS 100 Kbps: video QVGA 320x240 n 3G 2 Mbps: video VGA 640x480 n 4G/LTE 12 Mbps (75 Mbps Theoritical): HD Video n 100 Mbps: Interactive Virtual Reality? n Creativity has no limit. Users always want more.
  • 11. + Users always want more - Display n Display n Smartphones with five-inch screens or bigger rose 369% in the first three months of this year n LCD -> OLED (vivid colors and sharp) n  Flexible or Bendable displays n à Smartwatch
  • 12. + Users always want more – Processors, Sensors n Quad core Processors n Render HD media, 3D Games n 64-bit Architecture n More sensors with greater accuracy and new form connectivities n STEP Sensor – makes indoor localisation feasible accross multiple floors
  • 13. + Users always want more – n  Navigation systems goes beyond simple GPS n  A floor plan overlays on top of the physical floor n  Multi-player shared games will require pose/ gesture recognition and emotion sensing, and rich graphics n  Interactive Virtual Reality environments for Mobile n  Phones learns user bahaviours (higly personalised) --- Adaptive OS n  Integrated Authentication and Payment System n  ….. and more AR Map (iPhone)
  • 14. + Users always want more – n These Applications Relies on …. n speech recognition, natural language processing, computer vision and graphics, machine learning, augmented reality, planning and decision making. n What it is common among the above functions? n Solution?
  • 15. + Mobile Cloud Computing n Small form factor mobile device + n Nearly unlimited computing resources of Cloud Mobile Cloud Computing (MCC) refers to set of techniques that use near unlimted cloud resources to empower mobile applications. What is seacial about it? How it differs from Cloud Computing?
  • 16. + Common Arctitecture Approch for MCC Offloading Computation and Storage
  • 17. + Benefits of using Clould services for Mobile Computing n Enhance computational and storage capability n Energy efficiency of the mobile device n Opportunity to gather more sensing data (such as encountering other mobile devices with different sensing abilities) n Access to different content/data sets that are for eg. location specific (such as social net data)
  • 18. + MCC - Some Key Challenges: n Processing Latency vs Communication Latency n  Even with LTE, access to the closest data center will incur a latency of at least 70ms n Processing Energy vs Communication Energy n  Offloading computation is not always effective in saving energy n Always-on connectivity, On-demand Bandwidth scalability n  One of the biggest issues, because the radio resource for wireless networks is much more scarce than wired networks n Security and Privacy
  • 19. + Alternate Architectures are required –Local Clould n Moore’s law is expected to stay for at least another 5-10 years. n A Buck for Billion.“Billion Transistors on a Chip” n What is means? n Cloud Systems will move out of Huge Data Centers n @ Telco towers n @ ISPs n Or even Mobile Peers
  • 20. + Approaches for Arctitecture of MCC - Local Peer-Cloud Attractive Incentives Security and Privacy May be interstying for groupof users working on a same problem!
  • 21. + Approaches for Arctitecture of MCC – Local Micro-Cloud A case for Micro-Cloud and an Application follows …
  • 22. + Mobile Cloud Computing eg. Gamelets Target Hardware: CPU/GPU Target Application:Real-time Mobile Multiplayer Games Bhojan Anand, Aw Jia Hao Edwin , "Gamelets - Multiplayer Mobile Games with Distributed Micro- Clouds," [appeared IEEE-ICMU 2014]
  • 24. + Real-time Multiplayer Game Charateristics n Mobile Games and Game Maps n Characteristics (FPS games) n Highly interactive, Closed maps with occlusions, 40-80 fps n ~20 pps server to client (in regular interval, cannot burst!) n ~40 pps client to server (in regular interval, cannot burst!) n Latency more than 180ms makes the game play annoying and not playable
  • 25. + Real-time Multiplayer Game Charateristics n Characteristics (MMORPG games) n Slow speed games, with few high interactive areas n Huge (100’s of square miles) open maps with few occlusions. [Estimated – time taken to run from one end to another]. n 100s to few 1000s of players per server n 40-60 fps n ~15 pps server to client n ~20 pps client to server n Latency more than 400ms makes the game play annoying and not playable
  • 26. + Real-time Multiplayer Game Charateristics How did conventional multiplayer games handle latency issue?
  • 27. + Real-time Multiplayer Game Charateristics n How did conventional multiplayer games handle latency issue? Local Game State Simulation Immediate Response Prediction Local Perception Filters Require Intelligent Clients!
  • 28. + 28 Event Collection Client Frame (60 fps) Server Frame (20 fps) Player/Opponent Extrapolation and Interpolation Render Graphics & Audio Game Simulation (Mechanics, Physics, AI, etc) Extrapolation to Reduce BW Game State Event Collection Client Frame (60 fps) Player/Opponent Extrapolation and Interpolation Render Graphics & Audio Game Action Game Action State Sync State Sync Local Game State Local Game State Latency Hiding and Synchronisation
  • 29. + Multiplayer Cloud Games n Latency Hiding Techniques n But, what happens when the client is dump? n as in current CLOUD games Immediate Response Prediction Local Perception Filters Require Intelligent Clients!
  • 30. +Mobile Multiplayer Cloud Games •  CPU/GPU load is reduced to save energy •  Centralized control •  Scalable •  Portable
  • 31. + Mobile Multiplayer Cloud Games Key Challenges -  All these operations should happen serially in few ms! -  Requires high sever bandwidth for Video Streaming InteractionDelay
  • 32. + Multiplayer Cloud Games n “the company had deployed thousands of servers that were sitting unused, and only ever had 1,600 concurrent users of the service worldwide.” http://www.theverge.com/2012/8/28/3274739/onlive-report Active cloud gaming providers G-cluster Gaikai (subsidiary of Sony Computer Entertainment) GFACE Kalydo OnLive Playcast Media Systems StreamMyGame NVIDIA GRID
  • 33. + Multiplayer Cloud Games n Could Games introduce additional latencies n Cloud Processing n Encoding Video n More serious one is: n Network Latency and Jitter n Worse in Mobile Environments. n Even with LTE it takes 70ms to closest data center n Goes upto 200ms Key Challenge
  • 34. + Gamelet System n  Gamelet is a minimal-set hardware required to run, render and stream 3D games placed in the same local network or few hops (most of the time one or two hops) away from the mobile client. n Uses distributed rendering to counter the limitations of renderer hw resources Render at next hop!
  • 35. + Gamelet Architecture Benefits:- -  Latency Hiding (Immediate Feedback, DR, LPF) -  Scalable (Bandwidth) -  Distributed Rendering COMPONENTS:- - Processing Unit, - RAM , - Graphics Card, - Flash Drive for basic OS Peer device can be a Gamelet!
  • 36. + Gamelet System n Zone Distribution n Distributed Rendering (Peer-Assisted Rendering) n  Content Based Adaptive Streaming Focused Areas of this Work
  • 37. + Zone Distribution & Distributed Rendering n Avg Size of a 3D Game 5 Gbytes n Eg. Battlefield 3 recommends 4GB RAM and 20GB Storage n It will take about 56 mins to download over 3G network (assuming 1.5 Mbps) Download/Render only the “Zones of Interest” Check adjacent Gamelets before downloading Zones
  • 38. + Zone Distribution Zones and What they Contain
  • 39. + Zone Subdivision Algorithm Ø  Max Zone Size= function(t_Downloa d, t_Load) Ø  Recursively divide until the zone size is less than max size Ø  Dynamically Resized
  • 40. + Zone Request Processing n Request to download n When user (player camera) enters the boundary n  Request to load n  When user’s far clip plane enters a new zone Boundary Size = function(far clip plane distance, t_Download, t_Movement)
  • 41. + Distributed Rendering n Common Methods/Libraries n Network-Integrated Multimedia Middleware (NMM) n Top Game engines do not have NMM layer n Real-Time Scene Graph (RTSG) n Not accessible for Game developers n  Multi-Camera Distributed Rendering (MCDR) n Practicable Approach n Can be used with any Game Engine
  • 42. + MCDR - Rotating Camera 70 mm è 35mm + 35mm
  • 43. + MCDR - Rotating Camera Fish eye view on objects near and far NOT RECOMMENDED!
  • 44. +
  • 45. + MCDR - Reshaping the view frustum n Most Appropriate Way -  Settings are Same as Main camera. -  Manipulate Side Clip Planes
  • 46. + Distributed Rendering Rendering sections of view port in parallel
  • 47. + Selecting Adjacent Gamelets n Initial adjacency list is obtained from the main Game Server n List is maintained with periodic ‘pings’ to neighbors n A Gamelet will send data to neighbor node only if …. n Send Data n Render n Receive Image In Serial < 40ms (1/25 s)
  • 48. + Streaming to Client n 30% of the display is used for in-game HUD n 5-8fps is sufficient for such static areas n We mask this area in all other frames, resulting in high compression ratio Content Based Adaptive Streaming (CBAS)
  • 49. + Streaming to Client n When the player is idle and his view is static, the background is mostly static n Stream at low rate Content Based Adaptive Streaming (CBAS)
  • 50. + Game Client n The client side code of the game simply gets the compressed stream from the Gamelet and uncompresses it to display. n  In addition, it captures all the user actions. n [No Audio in Current Version] Display and Collect User Actions
  • 51. + Evaluations n  800x480 WVGA n  1 to 3 Mbps after state-of-the-art compression with CBAS n Support upto 5 clients in 802.11b n 9.6 Kbps between Gamelet to Server n Server Scalability Increases by at least 100 times (1000/9.6) Bandwidth & Scalability
  • 52. + Evaluations n  Measured with windows task manager and MSI Afterburner version 2.3.1 n GPU Load is proportional to number of pixels to render. [Linear] Average Processing Load
  • 53. + Evaluation n Garden of Eden – 3D survival Game n Game Server in School Network n Gamelets and Clients at two randomly selected 802.11 APs in School n Laptop, iPad versions of the Client were used n Seven UG users played the Game. Played multiple versions after 20mins training (Game mechanics) n  Observed artefacts (latency, jitter, visual quality, synchronisation etc) Small Scale User Study
  • 55. + Contribution n First attempt towards a distributed micro- cloud infrastructure n Multi-camera Distributed Rendering n Can be done on top of any game engine n Content Based Adaptive Streaming Techniques for Games n Basic Results are Promising
  • 56. + Demo n  Look for “Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds” in Youtube
  • 57. + Key Take Away … n As processing and storage cost reduces n Cloud systems will be available very close to client n Current CLOUD games assume Dump Clients n No game knowledge. No latency hiding techniques n Wireless latency is still very high n Solution è Gamelets
  • 58. + Open Issues n  Classical Argument - Distributed vs Central? n  How handle Security and Cheating issues? n  How do we know the adjacent Gamelets? Who maintains the list? n  What happens when the user moves from the area of one Gamelet to another? n  When to distribute the rendering task and to how many Gamelets? n  Who hosts the Gamelets? n  Many mobile clients have good processing power. Can we exploit this? n  ----- many more …..
  • 59. + Mobile Cloud Computing Cloud support for Adaptive Display Power Management
  • 60. + Limitations of Mobile Computing Weight Size Performance Energy
  • 61. + Well Known Problem n Demand and Supply HTC Desire HD 8h 10 min, 420h 5h 20 min, 490h 1h 50 min
  • 62. + Mobile phone power consumption n Mobile phone subscriptions worldwide has surpassed 6 billion n Annual electricity consumption for a mobile phone 11 KWh per year. n Mobile devices: ~13% of global ICT energy. Including data centre energy consumption! Ref: Bhojan Anand ‘Energy efficient algorithms and techniques for wireless mobile clients’, NUS Scholar Bank
  • 63. + Where does the energy go? Bhojan Anand et al., ‘Adaptive Display Power Management for Mobile Games’, Mobisys 2011 HOW DIDWE MEASURE?
  • 64. + Observations by other researchers ©: Corell. Locally Stored Video Downloading a 15 MillionBits file via HTTP using wget
  • 65. + Energy Efficiency in Display & Network subsystems n Applications with Cloud Support can also help in improving the energy efficiency of Display and Network in mobile devices n Will see 1 example work on Display Energy ….
  • 66. + Mobile Cloud Computing - eg. Elpincel - HVS based Color Transformation Target Hardware: OLED Displays and and its Variants such as AMOLED Target Application: Images,Texts, Videos, Games -  Bhojan Anand , et. al, "El-pincel: a painter cloud service for greener Web Pages," ACM Multimedia 2012 -  Bhojan Anand, et.al, "PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games," [to appear,IEEE- ICMU- 2014]
  • 67. + Why Organic LED (OLED)? n  Alternate display technology to LCD. (Growing faster!) Samsung Panasonic Motorola Nokia HTC LG > 20 models 102p RAZR i Lumia820 One-S Optimus 5.5” note II Larger Screens 7.7” Galaxy Tab Much wider use – TVs, Cameras, etc 55”OLEDTV
  • 69. + Why bother? n Popular websites uses White or Light color background n 65% of the web contents are White
  • 70. + Organic LED (OLED) Brighter contents consumes more power Each pixel is individually illuminated in OLEDs Factor 1: Brightness / Luminance 700 mW 255 mW
  • 71. + Organic LED (OLED) n Disparity in OLED sub-pixel power consumption Factor 2: Color / Hue two sub-pixels per pixel RGBG - Pentile n Eg. Blue OLED material n Lowest luminance efficiency (lu/Watt) n Higher current is used to match luminance with Green n Results in Lower Lifetime n Solution: Larger Blue Sub-pixel. (Variation in Size & Current for each sub-pixel)
  • 72. + Basic Solution 1:Web Design ADOBE - NORMAL ADOBE - MOBILE ADOBE - OLED
  • 73. + Basic Solution 1:Web Design n Myth-> Mobile = Less n ‘the mobile use case’ has changed - Long sessions are common n 50% of the webpages visited by iPhone users are Non-Mobile Versions – Study at RICE univ n è W3C recommends – “One Web” n Usable Web for All devices
  • 74. + Basic Solution 2 Existing Work n  OLED Power Consumption = f (pixel brightness, pixel color) n  Bright Pixels consume more power n  P(Blue) > P(Red) > P(Green) or P(Blue) > P(Green) > P(Red) n Existing Work: n  Make Text/Background Dark or Green (or May be Red) n  Make Images Dark 41%
  • 75. +Basic Solution 2 Existing Work 1. Poor Chromatic and Achromatic Contrast 2. Brand identity is Lost 3. Pixels obtained from Browser’s Frame buffer to transform (Unnecessary Complexity! and Penalty!) 4. Works only for custom made browser 5. Naïve Image Transformation 41%
  • 76. + Our Solution n Transform before rendering (Cloud Service) n  Browser Independent n  Client side cost = 0 n Retain Brand Identity n Ensure Chromatic and Achromatic contrast at recommended level n Quality – User Defined (0 – 60% saving) n HVS based image processing 60% 20%
  • 77. + Introducing… El-pincel Cloud Service n Repaints web pages to energy efficient colors n No processing cost to client n Modifies: n Text / Layout n Images
  • 79. + Client Analyzer n Communicates with client n Client communicates via “agent” n Details Gathered n Device Model, Screen Type, User Requirements Only need to configure the Browser
  • 81. + Brand Color Manager n Obtain key image (default:- Favicon)
  • 82. + Brand Color Manager n Extracts dominant colors n Ranks color according to presence n Pick m most power efficient colors for target device
  • 84. + Color Palette Generator n Input: Cascading Style Sheets (CSS) file n From the m colors, select a color (base color) which matches the user’s energy efficiency requirement. n Set of Monochromatic/Analogous colors (equal energy) – Background Harmonic Color Wheel Types
  • 85. + Color Palette Generator n Complementary colors – Foreground (e.g. text) n  Additional Constraint:W3C recommended Chromatic and Achromatic contrast n Output: New CSS generated Harmonic Foreground Colors
  • 86. + Color Palette Generator n Energy Efficiency Matching (Approx.) 19% text pixels 13% text pixels
  • 88. +Image Tone Mapping Engine n  Based on properties of Human Visual System (HVS) n  Human eye is more sensitive towards green color and red than blue n  STEP 1: Energy Efficient Color Mapping n  Human eye is more sensitive to local contrast compared to global contrast n  STEP 2: Local Contrast Based Darkening Our approach
  • 89. + Energy Efficient Color Mapping For each color C = {r, g, b}, Map to a new color C’= {r’,g’,b’} with minimum power consumption With constraints: - Hue change - Saturation change - Constant brightness/luminance Optimization problem
  • 90. + Local Contrast Based Darkening n Darkens image based on local contrast n Area with edges depicts structure
  • 91. + Local Contrast Based Darkening - = Higher intensity of darkening in area with low contrast Local contrast mask
  • 92. + Local Contrast Based Darkening Higher intensity of darkening in area with low contrast
  • 93. + Image transformation 60% saving Relative darkening Simple darkening Original Our approach
  • 94. +
  • 95. +
  • 96. + Image transformation 60% saving Relative darkening Simple darkening Original Our approach
  • 97. + Image transformation 60% saving Relative darkening Simple darkening Original Our approach
  • 98. + Web page transformation Original Modified 20% saving http://www.apple.com/
  • 99. + Web page transformation Original Modified 60% saving http://www.adobe.com/
  • 100. +Demo n  Look for “El-pincel : A Painter Cloud Service for Greener Web Pages” in Youtube
  • 101. + Follow-up works n The idea is already embrased by Industry (Samsung Devices)
  • 102. + Two Key Areas to Focus n Compute Intensive Applications -> Mobile Could Computing n Eg. Gamelet n Smaller Devices (and Higher Quality Demand) -> Application Aware Energy Efficiency suppoterd by Cloud Infrastructure n Eg. Elpincel
  • 103. + More details at …. n  Bhojan Anand, et. al. "Adaptive Display Power Management for Mobile Games”, ACM MobiSys 2011,Washington DC, June 2011. (http://doi.acm.org/10.1145/1999995.2000002) n  Bhojan Anand , et al. "El-pincel: a painter cloud service for greener Web Pages,” ACM MM 2012. (http://dl.acm.org/citation.cfm?id=2000037) n  Bhojan Anand, Aw Jia Hao Edwin , "Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds," IPSJ-IEEE ICMU 2014 (Search in IEEE Xplore during Second Week of Jan ) n  Bhojan Anand, et al. "PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games," IPSJ-IEEE ICMU 2014 (Search in IEEE Xplore during Second Week of Jan ) n  Bhojan Anand, et al."Game Action Based Power Management for Multiplayer Online Game," ACM MobiHeld 2009.(http://dl.acm.org/citation.cfm?id=1592619)
  • 104. + Demos and Tools at …. n www.comp.nus.edu.sg/~bhojan n For tools / Source codes: n Email to: banand@comp.nus.edu.sg