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a CV - Institute for Real-Time Computer Systems - TUM

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Benedikt Dietrich<br />

Affiliation<br />

<strong>Institute</strong> <strong>for</strong> <strong>Real</strong>-<strong>Time</strong> <strong>Computer</strong> <strong>Systems</strong><br />

Department of Electrical Engineering and In<strong>for</strong>mation Technology<br />

Technical University Munich<br />

Arcisstr. 21, 80333 Munich, Germany<br />

Email: benedikt.dietrich@tum.de<br />

Phone: +49 89 289 23563<br />

Research Interests<br />

Power Management <strong>for</strong> Interactive Applications, Video En/Decoding Architectures,<br />

<strong>Computer</strong> Vision (Stereo Vision)<br />

Education<br />

since Aug 2009<br />

PhD Position<br />

2004 to 2009<br />

<strong>Institute</strong> <strong>for</strong> <strong>Real</strong>-<strong>Time</strong> <strong>Computer</strong> <strong>Systems</strong>,<br />

TU Munich, Germany<br />

Technical University Munich, Germany<br />

Diplom (German Master) in February 2009<br />

• Thesis: Design and Implementation of an FPGA-based Stereo Vision System<br />

(carried out at the University of Western Australia)<br />

• Specialization: <strong>Real</strong>-<strong>Time</strong> and Embedded <strong>Systems</strong>, <strong>Computer</strong> Vision, Pattern<br />

Recognition, Digital Video Coding, Signal Processing<br />

Doctoral Work<br />

In modern graphics-intensive games, both the CPU and the GPU workload are<br />

highly variable. Our work focuses on the development of power management schemes<br />

that exploit this variability. We have used sophisticated control-theoretic techniques<br />

to predict the workload of future game frames and used this in<strong>for</strong>mation to<br />

scale the frequency of a processor at run time. This approach has been applied to<br />

the Quake II source code and to latest closed-source Android and DirectX-based<br />

games (e.g., Temple Run, Cut the Rope, Crysis, Call of Duty 4). Here, we use either<br />

dll-injection (Windows) or modify Android's OpenGL wrapper directly to measure<br />

the duration of particular calls and to implement our workload prediction scheme<br />

after each frame buer swap. In our latest work, we have shown how dierent states<br />

of a game, e.g. the loading, game menu and gaming state, can be detected and how<br />

this knowledge can be exploited <strong>for</strong> state-specic power management.<br />

In addition, we are currently studying how a more detailed view of function call<br />

patterns can be leveraged to predict frame workloads. We have developed a kernelbased<br />

tracing tool that allows to log and analyze an application's OpenGL and<br />

system calls as well as scheduling events. We are looking into data mining techniques<br />

to identify, match and classify features to determine the required CPU<br />

processing frequency of future game frames.<br />

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Professional Experience<br />

Sep to Nov 2011<br />

Internship<br />

NVIDIA,<br />

Santa Clara, United States<br />

Development of the Instant Replay Feature ShadowPlay<br />

since Aug 2009<br />

Research Assistant<br />

2008 to 2009<br />

Student Assistant<br />

Sep to Dec 2007<br />

Student Assistant<br />

Mar to Apr 2006<br />

& Sep to Oct 2006<br />

Internship<br />

<strong>Institute</strong> <strong>for</strong> <strong>Real</strong>-<strong>Time</strong> <strong>Computer</strong> <strong>Systems</strong>,<br />

TU Munich, Germany<br />

Robotics and Automation Lab, University of Western Australia<br />

Design and Implementation of an FPGA-based Stereo Vision System<br />

<strong>Institute</strong> <strong>for</strong> <strong>Real</strong>-<strong>Time</strong> <strong>Computer</strong> <strong>Systems</strong>, TU Munich, Germany<br />

Hard- and software design of an foot-mounted inertial measurement device<br />

IFEN GmbH, Poing, Germany<br />

PCB Layout of a Galileo (global navigation satellite system) E1 software receiver<br />

Awards and Scholarships<br />

2013<br />

Best Demo Award <strong>for</strong> Power Management using Game State Detection on Android<br />

Smartphones at MobiSys 2013<br />

2008<br />

DAAD Scholarship <strong>for</strong> Diploma Thesis abroad<br />

Publications<br />

2013<br />

DEMO: Power Management using Game State Detection on Android Smartphones<br />

(Benedikt Dietrich, Samarjit Chakraborty), In 11th International Conference on<br />

Mobile <strong>Systems</strong> (MobiSys), Taipei, Taiwan, 2013.<br />

Let's put the Car in your Phone! (Martin Geier, Martin Becker, Daniel Yunge,<br />

Benedikt Dietrich, Reinhard Schneider, Dip Goswami, Samarjit Chakraborty), In<br />

50th Design Automation Conference (DAC), Austin, USA, 2013.<br />

2012<br />

2010<br />

Managing Power <strong>for</strong> Closed-Source Android OS Games by Lightweight Graphics<br />

Instrumentation (Benedikt Dietrich, Samarjit Chakraborty), In NETGAMES, Venice,<br />

Italy, 2012.<br />

LMS-based Low-Complexity Game Workload Prediction <strong>for</strong> DVFS (Benedikt Dietrich,<br />

Swaroop Nunna, Dip Goswami, Samarjit Chakraborty, Matthias Gries), In<br />

28th IEEE International Conference on <strong>Computer</strong> Design (ICCD), Amsterdam,<br />

Netherlands, 2010.<br />

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Talks<br />

Jul 2013<br />

Jun 2013<br />

Jun 2013<br />

Nov 2012<br />

Nov 2012<br />

Oct 2010<br />

Power Management Using Game State Detection on Android Smartphones,<br />

at National Tsing Hua University (NTHU), Taiwan<br />

User-behavior Driven Power Management <strong>for</strong> Mobile Games,<br />

at National Taiwan University (NTU), Taiwan<br />

DEMO: Power Management Using Game State Detection on Android Smartphones,<br />

at MobiSys, Taiwan<br />

Forget your handheld's battery, just play games!,<br />

at Intel Microprocessor Labs Braunschweig, Germany<br />

Managing Power <strong>for</strong> Closed-Source Android OS Games by Lightweight Graphics<br />

Instrumentation, at NETGAMES, Venice, Italy<br />

LMS-based Low-Complexity Game Workload Prediction <strong>for</strong> DVFS,<br />

at ICCD, Amsterdam, Netherlands<br />

Teaching<br />

since 2010<br />

Teaching Assistant<br />

since 2009<br />

Teaching Assistant<br />

2008<br />

Lab Assistant<br />

Embedded <strong>Systems</strong>,<br />

Nanyang Technological University (NTU), Singapore<br />

<strong>Real</strong>-time and Embedded <strong>Systems</strong> 1 & 2,<br />

TU Munich, Germany<br />

Digital <strong>Systems</strong> Lab,<br />

University of Western Australia (UWA), Australia<br />

Technical Skills<br />

Programming<br />

C/C++, Java, Android-based programming (Kernel & Userspace), Embedded programming,<br />

DirectX/OpenGL, Linux & Windows programming, Matlab, VHDL<br />

Applications<br />

Hardware<br />

Eclipse, Microsoft Visual Studio, Matlab, SimpleScalar, Xilinx ISE, ModelSim, Altium<br />

Designer, Eagle, National Instruments LabView<br />

Xilinx FPGA Design, Microcontrollers (ARM, MSP430, AVR, etc.), Circuit Design,<br />

PCB layout<br />

Contact References<br />

Prof. Samarjit Chakraborty (PhD Supervisor)<br />

<strong>Institute</strong> <strong>for</strong> <strong>Real</strong>-<strong>Time</strong> <strong>Computer</strong> <strong>Systems</strong><br />

Technical University Munich<br />

Arcisstr. 21, 80333 Munich, Germany<br />

Email: samarjit@tum.de<br />

Phone: +49 89 289-23551<br />

Dr. Santanu Dutta (Supervisor at NVIDIA)<br />

NVIDIA<br />

2701 San Tomas Expressway, Santa Clara<br />

CA 95050, United States<br />

Email: sdutta@nvidia.com<br />

Phone: +1-408-702-8346<br />

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