Abstract

Dense SLAM is an important application on an embedded environment. However, embedded platforms usually fail to provide enough computation resources for high-accuracy real-time dense SLAM, even with high-parallelism architecture such as GPUs. To tackle this problem, one solution is to design proper approximation techniques for dense SLAM on embedded GPUs. In this work, we propose two novel approximation techniques, critical data identification and redundant branch elimination. We also analyze the error characteristics of the other two techniques—loop skipping and thread approximation. Then, we propose SLaPP, an online adaptive approximation controller, which aims to control the error to be under an acceptable threshold. The evaluation shows SLaPP can achieve 2.0× performance speedup and 30% energy saving on average compared to the case without approximation.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.