Integrating Algorithmic Parameters into Benchmarking and Design Space Exploration in 3D Scene Understanding
File(s)2016_PACT_DSE_SLAMBench.pdf (1022.09 KB)
Accepted version
Author(s)
Type
Conference Paper
Abstract
System designers typically use well-studied benchmarks to
evaluate and improve new architectures and compilers. We
design tomorrow's systems based on yesterday's applications.
In this paper we investigate an emerging application,
3D scene understanding, likely to be signi cant in the mobile
space in the near future. Until now, this application could
only run in real-time on desktop GPUs. In this work, we
examine how it can be mapped to power constrained embedded
systems. Key to our approach is the idea of incremental
co-design exploration, where optimization choices that concern
the domain layer are incrementally explored together
with low-level compiler and architecture choices. The goal
of this exploration is to reduce execution time while minimizing
power and meeting our quality of result objective.
As the design space is too large to exhaustively evaluate,
we use active learning based on a random forest predictor
to nd good designs. We show that our approach can, for
the rst time, achieve dense 3D mapping and tracking in the
real-time range within a 1W power budget on a popular embedded
device. This is a 4.8x execution time improvement
and a 2.8x power reduction compared to the state-of-the-art.
evaluate and improve new architectures and compilers. We
design tomorrow's systems based on yesterday's applications.
In this paper we investigate an emerging application,
3D scene understanding, likely to be signi cant in the mobile
space in the near future. Until now, this application could
only run in real-time on desktop GPUs. In this work, we
examine how it can be mapped to power constrained embedded
systems. Key to our approach is the idea of incremental
co-design exploration, where optimization choices that concern
the domain layer are incrementally explored together
with low-level compiler and architecture choices. The goal
of this exploration is to reduce execution time while minimizing
power and meeting our quality of result objective.
As the design space is too large to exhaustively evaluate,
we use active learning based on a random forest predictor
to nd good designs. We show that our approach can, for
the rst time, achieve dense 3D mapping and tracking in the
real-time range within a 1W power budget on a popular embedded
device. This is a 4.8x execution time improvement
and a 2.8x power reduction compared to the state-of-the-art.
Date Issued
2016-12-01
Date Acceptance
2016-06-30
Citation
2016 International Conference on Parallel Architecture and Compilation Techniques (PACT), 2016
Publisher
IEEE
Journal / Book Title
2016 International Conference on Parallel Architecture and Compilation Techniques (PACT)
Copyright Statement
© 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
Sponsor
Engineering & Physical Science Research Council (EPSRC)
Engineering & Physical Science Research Council (EPSRC)
Engineering & Physical Science Research Council (E
Grant Number
EP/I012036/1
EP/K503381/1
PO: ERZ1091603
Source
International conference on Parallel Architectures and Compilation Techniques
Publication Status
Published
Start Date
2016-09-11
Finish Date
2016-09-15
Coverage Spatial
Haifa (Israel)