Exploring Extended Reality with ILLIXR: a New Playground for Architecture Research

Exploring Extended Reality with ILLIXR: a New Playground for Architecture Research

Exploring Extended Reality with ILLIXR: A New Playground for Architecture Research Muhammad Huzaifa Rishi Desai Samuel Grayson Xutao Jiang Ying Jing Jae Lee Fang Lu Yihan Pang Joseph Ravichandran Finn Sinclair Boyuan Tian Hengzhi Yuan Jeffrey Zhang Sarita V. Adve University of Illinois at Urbana-Champaign [email protected] ABSTRACT paper makes the case that the emerging domain of virtual, augmented, and mixed reality, collectively referred to as ex- As we enter the era of domain-specific architectures, systems 1 researchers must understand the requirements of emerging tended reality (XR), is a rich domain that can propel research application domains. Augmented and virtual reality (AR/VR) on efficient domain-specific edge systems. Our case rests on or extended reality (XR) is one such important domain. This the following observations: paper presents ILLIXR, the first open source end-to-end XR (1) Pervasive: XR will pervade most aspects of our lives system (1) with state-of-the-art components, (2) integrated — it will affect the way we teach, conduct science, practice with a modular and extensible multithreaded runtime, (3) medicine, entertain ourselves, train professionals, interact providing an OpenXR compliant interface to XR applica- socially, and more. Indeed, XR is envisioned to be the next tions (e.g., game engines), and (4) with the ability to report interface for most of computing [2, 56, 74, 118]. (and trade off) several quality of experience (QoE) metrics. (2) Challenging demands: While current XR systems exist We analyze performance, power, and QoE metrics for the today, they are far from providing a tetherless experience complete ILLIXR system and for its individual components. approaching perceptual abilities of humans. There is a gap Our analysis reveals several properties with implications for of several orders of magnitude between what is needed and architecture and systems research. These include demanding achievable in performance, power, and usability (Table1), performance, power, and QoE requirements, a large diversity giving architects a potentially rich space to innovate. of critical tasks, inter-dependent execution pipelines with (3) Multiple and diverse components: XR involves a number challenges in scheduling and resource management, and a of diverse sub-domains — video, graphics, computer vision, large tradeoff space between performance/power and human machine learning, optics, audio, and components of robotics perception related QoE metrics. ILLIXR and our analysis — making it challenging to design a system that executes each have the potential to propel new directions in architecture and one well while respecting the resource constraints. systems research in general, and impact XR in particular. (4) Full-stack implications: The combination of real-time constraints, complex interacting pipelines, and ever-changing algorithms creates a need for full stack optimizations involv- 1. INTRODUCTION ing the hardware, compiler, operating system, and algorithm. (5) Flexible accuracy for end-to-end user experience: The Recent years have seen the convergence of multiple disrup- end user being a human with limited perception enables a tive trends to fundamentally change computer systems: (1) rich space of accuracy-aware resource trade-offs, but requires With the end of Dennard scaling and Moore’s law, application- the ability to quantify impact on end-to-end experience. driven specialization has emerged as a key architectural tech- Case for an XR system testbed: A key obstacle to archi- nique to meet the requirements of emerging applications, tecture research for XR is that there are no open source (2) computing and data availability have reached an inflec- benchmarks covering the entire XR workflow to drive such tion point that is enabling a number of new application do- research. While there exist open source codes for some in- arXiv:2004.04643v2 [cs.DC] 3 Mar 2021 mains, and (3) these applications are increasingly deployed dividual components of the XR workflow (typically devel- on resource-constrained edge devices, where they interface oped by domain researchers), there is no integrated suite directly with the end-user and the physical world. that enables researching an XR system. As we move from In response to these trends, our research conferences have the era of general-purpose, homogeneous cores on chip to seen an explosion of papers on highly efficient accelerators, domain-specific, heterogeneous system-on-chip architectures, many focused on machine learning. Thus, today’s computer benchmarks need to follow the same trajectory. While pre- architecture researchers must not only be familiar with hard- vious benchmarks comprising of suites of independent ap- ware principles, but more than ever before, must understand plications (e.g., Parsec [7], Rodinia [16], SPEC [10, 41], emerging applications. To truly achieve the promise of ef- SPLASH [103, 106, 127], and more) sufficed to evaluate ficient edge computing, however, will require architects to general-purpose single- and multicore architectures, there broaden their portfolio from specialization for individual ac- celerators to understanding domain-specific systems which 1 may consist of multiple sub-domains requiring multiple ac- Virtual reality (VR) immerses the user in a completely digital environment. Augmented Reality (AR) enhances the user’s real celerators that interact with each other to collectively meet world with overlaid digital content. Mixed reality (MR) goes beyond end-user demands. AR in enabling the user to interact with virtual objects in their real Case for Extended Reality (XR) as a driving domain: This world. 1 is now a need for a full-system-benchmark methodology, ILLIXR on desktop and embedded class machines with CPUs better viewed as a full system testbed, to design and eval- and GPUs, driven by a game engine running representative uate system-on-chip architectures. Such a methodology must VR and AR applications. Overall, we find that current sys- bring together the diversity of components that will interact tems are far from the needs of future devices, making the with each other in the domain-specific system and also be case for efficiency through techniques such as specialization, flexible and extensible to accept future new components. codesign, and approximation. An XR full-system-benchmark or testbed will continue to (3) Our system level analysis shows a wide variation in enable traditional research of designing optimized acceler- the resource utilization of different components. Although ators for a given XR component with conventional metrics components with high resource utilization should clearly be such as power, performance, and area for that component, but targeted for optimization, components with relatively low additionally allowing evaluations for the end-to-end impact utilization are also critical due to their impact on QoE. on the system. More important, the integrated collection of (4) Power breakdowns show that CPUs, GPUs, and mem- components in a full XR system will enable new research ories are only part of the power consumption. The rest of that co-designs acceleration for the multiple diverse and de- the SoC and system logic, including data movement for dis- manding components of an XR system, across the full stack, plays and sensors is a major component as well, motivating and with end-to-end user experience as the metric. technologies such as on-sensor computing. Challenges and contributions: This paper presents ILLIXR, (5) We find XR components are quite diverse in their use of the first open-source XR full-system testbed; an analysis of CPU, GPU compute, and GPU graphics, and exhibit a range performance, power, and QoE metrics for ILLIXR on a desk- of IPC and system bottlenecks. Analyzing their compute top class and embedded class machine; and several implica- and memory characteristics, we find a variety of patterns and tions for future systems research. subtasks, with none dominating. The number and diversity of There were two challenges in the development of ILLIXR. these patterns poses a research question for the granularity at First, ILLIXR required expertise in a large number of sub- which accelerators should be designed and whether and how domains (e.g., robotics, computer vision, graphics, optics, they should be shared among different components. These and audio). We developed ILLIXR after consultation with observations motivate research in automated tools to identify many experts in these sub-domains, which led to identifying acceleratable primitives, architectures for communication a representative XR workflow and state-of-the-art algorithms between accelerators, and accelerator software interfaces and and open source codes for the constituent components. programming models. Second, until recently, commercial XR devices had pro- (6) Most components exhibit significant variability in per- prietary interfaces. For example, the interface between an frame execution time due to input-dependence or resource Oculus head mounted device (HMD) runtime and the Unity contention, thereby making it challenging to schedule and or Unreal game engines that run on the HMD has been closed allocate shared resources. Further, there are a large number as are the interfaces between the different components within of system parameters that need to be tuned for an optimal the HMD runtime. OpenXR [114], an open standard, was XR experience. The current process is mostly ad hoc and released in July 2019 to partly address this problem

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