924 research outputs found

    Architectures and GPU-Based Parallelization for Online Bayesian Computational Statistics and Dynamic Modeling

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    Recent work demonstrates that coupling Bayesian computational statistics methods with dynamic models can facilitate the analysis of complex systems associated with diverse time series, including those involving social and behavioural dynamics. Particle Markov Chain Monte Carlo (PMCMC) methods constitute a particularly powerful class of Bayesian methods combining aspects of batch Markov Chain Monte Carlo (MCMC) and the sequential Monte Carlo method of Particle Filtering (PF). PMCMC can flexibly combine theory-capturing dynamic models with diverse empirical data. Online machine learning is a subcategory of machine learning algorithms characterized by sequential, incremental execution as new data arrives, which can give updated results and predictions with growing sequences of available incoming data. While many machine learning and statistical methods are adapted to online algorithms, PMCMC is one example of the many methods whose compatibility with and adaption to online learning remains unclear. In this thesis, I proposed a data-streaming solution supporting PF and PMCMC methods with dynamic epidemiological models and demonstrated several successful applications. By constructing an automated, easy-to-use streaming system, analytic applications and simulation models gain access to arriving real-time data to shorten the time gap between data and resulting model-supported insight. The well-defined architecture design emerging from the thesis would substantially expand traditional simulation models' potential by allowing such models to be offered as continually updated services. Contingent on sufficiently fast execution time, simulation models within this framework can consume the incoming empirical data in real-time and generate informative predictions on an ongoing basis as new data points arrive. In a second line of work, I investigated the platform's flexibility and capability by extending this system to support the use of a powerful class of PMCMC algorithms with dynamic models while ameliorating such algorithms' traditionally stiff performance limitations. Specifically, this work designed and implemented a GPU-enabled parallel version of a PMCMC method with dynamic simulation models. The resulting codebase readily has enabled researchers to adapt their models to the state-of-art statistical inference methods, and ensure that the computation-heavy PMCMC method can perform significant sampling between the successive arrival of each new data point. Investigating this method's impact with several realistic PMCMC application examples showed that GPU-based acceleration allows for up to 160x speedup compared to a corresponding CPU-based version not exploiting parallelism. The GPU accelerated PMCMC and the streaming processing system can complement each other, jointly providing researchers with a powerful toolset to greatly accelerate learning and securing additional insight from the high-velocity data increasingly prevalent within social and behavioural spheres. The design philosophy applied supported a platform with broad generalizability and potential for ready future extensions. The thesis discusses common barriers and difficulties in designing and implementing such systems and offers solutions to solve or mitigate them

    HandMonizer: a case study for personalized digital musical instrument design

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    The rapid evolution in technology has found its way to introducing novelty in today’s live music performances. In this context, the development of Digital Musical Instruments (DMIs) has obtained increasing attention in recent years. In this paper, we present the development of a DMI called Handmonizer, an interactive artist-oriented harmonizer for musical performance adapted to the needs of a specific singer. A key component of our work is the combination of hand motion recognition and audio signal processing to obtain a smoother interaction. We describe the development methodology, but we also focus on our collaboration with the artist to conceptualize and then refine this tool until the development of the final product. At the end of this paper, we define an evaluation strategy, collecting feedback with a questionnaire addressed to the singer. Our aim in presenting this evaluation strategy is to help other engineers keen to develop cutting-edge technologies by working in partnership with artists. While results are not definitive, we believe that the chosen methodology could be of interest to other DMI researchers. Moreover, the modular nature of the Handmonizer makes it easily adaptable to further developments concerning the Internet of Sounds (IoS) and Networked Music Performances (NMP)

    Interactive Video Game Content Authoring using Procedural Methods

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    This thesis explores avenues for improving the quality and detail of game graphics, in the context of constraints that are common to most game development studios. The research begins by identifying two dominant constraints; limitations in the capacity of target gaming hardware/platforms, and processes that hinder the productivity of game art/content creation. From these constraints, themes were derived which directed the research‟s focus. These include the use of algorithmic or „procedural‟ methods in the creation of graphics content for games, and the use of an „interactive‟ content creation strategy, to better facilitate artist production workflow. Interactive workflow represents an emerging paradigm shift in content creation processes used by the industry, which directly integrates game rendering technology into the content authoring process. The primary motivation for this is to provide „high frequency‟ visual feedback that enables artists to see games content in context, during the authoring process. By merging these themes, this research develops a production strategy that takes advantage of „high frequency feedback‟ in an interactive workflow, to directly expose procedural methods to artists‟, for use in the content creation process. Procedural methods have a characteristically small „memory footprint‟ and are capable of generating massive volumes of data. Their small „size to data volume‟ ratio makes them particularly well suited for use in game rendering situations, where capacity constraints are an issue. In addition, an interactive authoring environment is well suited to the task of setting parameters for procedural methods, reducing a major barrier to their acceptance by artists. An interactive content authoring environment was developed during this research. Two algorithms were designed and implemented. These algorithms provide artists‟ with abstract mechanisms which accelerate common game content development processes; namely object placement in game environments, and the delivery of variation between similar game objects. In keeping with the theme of this research, the core functionality of these algorithms is delivered via procedural methods. Through this, production overhead that is associated with these content development processes is essentially offloaded from artists onto the processing capability of modern gaming hardware. This research shows how procedurally based content authoring algorithms not only harmonize with the issues of hardware capacity constraints, but also make the authoring of larger and more detailed volumes of games content more feasible in the game production process. Algorithms and ideas developed during this research demonstrate the use of procedurally based, interactive content creation, towards improving detail and complexity in the graphics of games

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Exploring and interrogating astrophysical data in virtual reality

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    Scientists across all disciplines increasingly rely on machine learning algorithms to analyse and sort datasets of ever increasing volume and complexity. Although trends and outliers are easily extracted, careful and close inspection will still be necessary to explore and disentangle detailed behaviour, as well as identify systematics and false positives. We must therefore incorporate new technologies to facilitate scientific analysis and exploration. Astrophysical data is inherently multi-parameter, with the spatial-kinematic dimensions at the core of observations and simulations. The arrival of mainstream virtual-reality (VR) headsets and increased GPU power, as well as the availability of versatile development tools for video games, has enabled scientists to deploy such technology to effectively interrogate and interact with complex data. In this paper we present development and results from custom-built interactive VR tools, called the iDaVIE suite, that are informed and driven by research on galaxy evolution, cosmic large-scale structure, galaxy–galaxy interactions, and gas/kinematics of nearby galaxies in survey and targeted observations. In the new era of Big Data ushered in by major facilities such as the SKA and LSST that render past analysis and refinement methods highly constrained, we believe that a paradigm shift to new software, technology and methods that exploit the power of visual perception, will play an increasingly important role in bridging the gap between statistical metrics and new discovery. We have released a beta version of the iDaVIE software system that is free and open to the community

    Recent Advances in Embedded Computing, Intelligence and Applications

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    The latest proliferation of Internet of Things deployments and edge computing combined with artificial intelligence has led to new exciting application scenarios, where embedded digital devices are essential enablers. Moreover, new powerful and efficient devices are appearing to cope with workloads formerly reserved for the cloud, such as deep learning. These devices allow processing close to where data are generated, avoiding bottlenecks due to communication limitations. The efficient integration of hardware, software and artificial intelligence capabilities deployed in real sensing contexts empowers the edge intelligence paradigm, which will ultimately contribute to the fostering of the offloading processing functionalities to the edge. In this Special Issue, researchers have contributed nine peer-reviewed papers covering a wide range of topics in the area of edge intelligence. Among them are hardware-accelerated implementations of deep neural networks, IoT platforms for extreme edge computing, neuro-evolvable and neuromorphic machine learning, and embedded recommender systems

    Hardware Acceleration of Progressive Refinement Radiosity using Nvidia RTX

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    A vital component of photo-realistic image synthesis is the simulation of indirect diffuse reflections, which still remain a quintessential hurdle that modern rendering engines struggle to overcome. Real-time applications typically pre-generate diffuse lighting information offline using radiosity to avoid performing costly computations at run-time. In this thesis we present a variant of progressive refinement radiosity that utilizes Nvidia's novel RTX technology to accelerate the process of form-factor computation without compromising on visual fidelity. Through a modern implementation built on DirectX 12 we demonstrate that offloading radiosity's visibility component to RT cores significantly improves the lightmap generation process and potentially propels it into the domain of real-time.Comment: 114 page
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