Underprovisioned GPUs: On Sufficient Capacity for Real-Time Mission-Critical Perception

Yigong Hu, Ila Gokarn, Shengzhong Liu, Archan Misra, T. Abdelzaher
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Abstract

Recent work suggests that computing resources, such as GPUs in real-time edge-based perception systems, need not have sufficient capacity to keep up with the input frame rates of all input devices (e.g., cameras) at their full-frame resolution. Rather, they can be under-provisioned because only parts of any given frame need to be inspected (i.e., paid attention to). This paper derives an attention allocation policy, called canvas-based attention scheduling that decides which parts of each frame of each device to inspect, and a corresponding schedulability condition that relates the spatiotemporal properties of surrounding objects to the ability of the edge-based perception subsystem to keep up with the state of the environment in real-time. It provides a quantitative estimate of adequate computing capacity for the expected perception workload. We implement a canvas-based attention scheduler for an object detection application and perform an empirical comparative study based on actual GPU hardware and surveillance videos. Results show that canvas-based attention scheduling keeps up with the environment while using a much smaller GPU capacity, compared with prior approaches.
gpu供应不足:实时关键任务感知的足够容量
最近的研究表明,计算资源,如实时基于边缘的感知系统中的gpu,不需要有足够的容量来跟上所有输入设备(例如,相机)的全帧分辨率的输入帧率。相反,它们的配置可能不足,因为只需要检查任何给定框架的部分(即,注意)。本文导出了一种注意力分配策略,称为基于画布的注意力调度,该策略决定了每个设备的每个帧的哪个部分要检查,以及相应的可调度性条件,该条件将周围物体的时空属性与基于边缘的感知子系统实时跟上环境状态的能力联系起来。它为预期的感知工作负载提供了足够的计算能力的定量估计。我们为目标检测应用实现了一个基于画布的注意力调度程序,并基于实际GPU硬件和监控视频进行了实证比较研究。结果表明,与之前的方法相比,基于画布的注意力调度在使用更小的GPU容量的同时保持了与环境的同步。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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