70 research outputs found

    A VLSI architecture of JPEG2000 encoder

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    Copyright @ 2004 IEEEThis paper proposes a VLSI architecture of JPEG2000 encoder, which functionally consists of two parts: discrete wavelet transform (DWT) and embedded block coding with optimized truncation (EBCOT). For DWT, a spatial combinative lifting algorithm (SCLA)-based scheme with both 5/3 reversible and 9/7 irreversible filters is adopted to reduce 50% and 42% multiplication computations, respectively, compared with the conventional lifting-based implementation (LBI). For EBCOT, a dynamic memory control (DMC) strategy of Tier-1 encoding is adopted to reduce 60% scale of the on-chip wavelet coefficient storage and a subband parallel-processing method is employed to speed up the EBCOT context formation (CF) process; an architecture of Tier-2 encoding is presented to reduce the scale of on-chip bitstream buffering from full-tile size down to three-code-block size and considerably eliminate the iterations of the rate-distortion (RD) truncation.This work was supported in part by the China National High Technologies Research Program (863) under Grant 2002AA1Z142

    High-speed EBCOT with dual context-modeling coding architecture for JPEG2000

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    [[abstract]]This work presents a parallel context-modeling coding architecture and a matching arithmetic coder (MQ coder) for the embedded block coding (EBCOT) unit of the JPEG2000 encoder. The tier-1 of the EBCOT consumes most of the computation time in a JPEG2000 encoding system, and the proposed parallel architecture can increase the throughput rate of the context-modeling. To match the high throughput rate of the parallel context-modeling architecture, and efficient pipelined architecture for context-based adaptive arithmetic encoder is proposed. This encoder of JPEG2000 can work at 185MHz to encode one symbol each cycle. Compared with the conventional context-modeling architecture, our parallel architecture can decrease the execution time about 25%.[[conferencetype]]國際[[conferencedate]]20040523~20040526[[conferencelocation]]溫哥華, 加拿

    [[alternative]]The Research and Implementation of the Wireless Optical Communications Transceiver(II)

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    計畫編號:NSC94-2745-E032-002-URD研究期間:200508~200607研究經費:739,000[[sponsorship]]行政院國家科學委員

    Parallel architectural design space exploration for real-time image compression

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    Embedded block coding with optimized truncation (EBCOT) is a coding algorithm used in JPEG2000. EBCOT operates on the wavelet transformed data to generate highly scalable compressed bit stream. Sub-band samples obtained from wavelet transform are partitioned into smaller blocks called code-blocks. EBCOT encoding is done on blocks to avoid error propagation through the bands and to increase robustness. Block wise encoding provides flexibility for parallel hardware implementation of EBCOT. The encoding process in JPEG2000 is divided into two phases: Tier 1 coding (Entropy encoding) and Tier 2 coding (Tag tree coding). This thesis deals with design space exploration and implementation of parallel hardware architecture of Tier 1 encoder used in JPEG2000. Parallel capabilities of Tier-1 encoder is the motivation for exploration of high performance real time image compression architecture in hardware. The design space covers the following investigations: - The effect of block-size in terms of resources, speed, and compression performance, - Computational performance. The key computational performance parameters targeted by the architecture are - significant speedup compared to a sequential implementation, - minimum processing latency and, - minimum logic resource utilization. The proposed architecture is developed for an embedded application system, coded in VHDL and synthesized for implementation on Xilinx FPGA system

    Complexity scalable bitplane image coding with parallel coefficient processing

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    Very fast image and video codecs are a pursued goal both in the academia and the industry. This paper presents a complexity scalable and parallel bitplane coding engine for wavelet-based image codecs. The proposed method processes the coefficients in parallel, suiting hardware architectures based on vector instructions. Our previous work is extended with a mechanism that provides complexity scalability to the system. Such a feature allows the coder to regulate the throughput achieved at the expense of slightly penalizing compression effi- ciency. Experimental results suggests that, when using the fastest speed, the method almost doubles the throughput of our previous engine while penalizing compression efficiency by about 10

    GPU-oriented architecture for an end-to-end image/video codec based on JPEG2000

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    Modern image and video compression standards employ computationally intensive algorithms that provide advanced features to the coding system. Current standards often need to be implemented in hardware or using expensive solutions to meet the real-time requirements of some environments. Contrarily to this trend, this paper proposes an end-to-end codec architecture running on inexpensive Graphics Processing Units (GPUs) that is based on, though not compatible with, the JPEG2000 international standard for image and video compression. When executed in a commodity Nvidia GPU, it achieves real time processing of 12K video. The proposed S/W architecture utilizes four CUDA kernels that minimize memory transfers, use registers instead of shared memory, and employ a double-buffer strategy to optimize the streaming of data. The analysis of throughput indicates that the proposed codec yields results at least 10× superior on average to those achieved with JPEG2000 implementations devised for CPUs, and approximately 4× superior to those achieved with hardwired solutions of the HEVC/H.265 video compression standard

    Architecture Design of EBC for JPEG2000

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    JPEG2000是目前最新一代的静止图像压缩国际标准。相对于目前通用的JPEG标准提供了更高的压缩率、更优秀的低比特率压缩性能,并且具备了许多新的功能,比如:渐进传输、感兴趣编码、同时支持对不同类型图像的有损和无损压缩、良好的容错性、码率可控等。JPEG2000应用范围广泛,然而其运算复杂度高且对存储器空间需求大,在通用的嵌入式处理器上执行效率低,因此对于高速、实时的嵌入式应用场合,必须用ASIC设计来加快处理速度和提高效率。本论文针对JPEG2000的嵌入式块编码器(EBCOTT1)作研究,它在JPEG2000中运算时间最长,属于JPEG2000的关键和核心部分。它包含了两个子模块:位平面系...JPEG2000 system is the newest international standard for still image compression.The stardard not only offers better compression and superior low bit-rate performance but also provides a wide range of features and functionalities compared to conventional JPEG. such as progressive transmission by resolution and quality,region-of-interest coding,lossless and lossy compression of different types of...学位:工学硕士院系专业:计算机与信息工程学院电子工程系_电路与系统学号:20033001

    Accelerating BPC-PaCo through visually lossless techniques

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    Fast image codecs are a current need in applications that deal with large amounts of images. Graphics Processing Units (GPUs) are suitable processors to speed up most kinds of algorithms, especially when they allow fine-grain parallelism. Bitplane Coding with Parallel Coefficient processing (BPC-PaCo) is a recently proposed algorithm for the core stage of wavelet-based image codecs tailored for the highly parallel architectures of GPUs. This algorithm provides complexity scalability to allow faster execution at the expense of coding efficiency. Its main drawback is that the speedup and loss in image quality is controlled only roughly, resulting in visible distortion at low and medium rates. This paper addresses this issue by integrating techniques of visually lossless coding into BPC-PaCo. The resulting method minimizes the visual distortion introduced in the compressed file, obtaining higher-quality images to a human observer. Experimental results also indicate 12% speedups with respect to BPC-PaCo

    High throughput image compression and decompression on GPUs

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    Diese Arbeit befasst sich mit der Entwicklung eines GPU-freundlichen, intra-only, Wavelet-basierten Videokompressionsverfahrens mit hohem Durchsatz, das für visuell verlustfreie Anwendungen optimiert ist. Ausgehend von der Beobachtung, dass der JPEG 2000 Entropie-Kodierer ein Flaschenhals ist, werden verschiedene algorithmische Änderungen vorgeschlagen und bewertet. Zunächst wird der JPEG 2000 Selective Arithmetic Coding Mode auf der GPU realisiert, wobei sich die Erhöhung des Durchsatzes hierdurch als begrenzt zeigt. Stattdessen werden zwei nicht standard-kompatible Änderungen vorgeschlagen, die (1) jede Bitebebene in nur einem einzelnen Pass verarbeiten (Single-Pass-Modus) und (2) einen echten Rohcodierungsmodus einführen, der sample-weise parallelisierbar ist und keine aufwendige Kontextmodellierung erfordert. Als nächstes wird ein alternativer Entropiekodierer aus der Literatur, der Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), evaluiert. Er gibt Signaladaptivität zu Gunsten von höherer Parallelität auf und daher wird hier untersucht und gezeigt, dass ein aus verschiedensten Testsequenzen gemitteltes statisches Wahrscheinlichkeitsmodell eine kompetitive Kompressionseffizienz erreicht. Es wird zudem eine Kombination von BPC-PaCo mit dem Single-Pass-Modus vorgeschlagen, der den Speedup gegenüber dem JPEG 2000 Entropiekodierer von 2,15x (BPC-PaCo mit zwei Pässen) auf 2,6x (BPC-PaCo mit Single-Pass-Modus) erhöht auf Kosten eines um 0,3 dB auf 1,0 dB erhöhten Spitzen-Signal-Rausch-Verhältnis (PSNR). Weiter wird ein paralleler Algorithmus zur Post-Compression Ratenkontrolle vorgestellt sowie eine parallele Codestream-Erstellung auf der GPU. Es wird weiterhin ein theoretisches Laufzeitmodell formuliert, das es durch Benchmarking von einer GPU ermöglicht die Laufzeit einer Routine auf einer anderen GPU vorherzusagen. Schließlich wird der erste JPEG XS GPU Decoder vorgestellt und evaluiert. JPEG XS wurde als Low Complexity Codec konzipiert und forderte erstmals explizit GPU-Freundlichkeit bereits im Call for Proposals. Ab Bitraten über 1 bpp ist der Decoder etwa 2x schneller im Vergleich zu JPEG 2000 und 1,5x schneller als der schnellste hier vorgestellte Entropiekodierer (BPC-PaCo mit Single-Pass-Modus). Mit einer GeForce GTX 1080 wird ein Decoder Durchsatz von rund 200 fps für eine UHD-4:4:4-Sequenz erreicht.This work investigates possibilities to create a high throughput, GPU-friendly, intra-only, Wavelet-based video compression algorithm optimized for visually lossless applications. Addressing the key observation that JPEG 2000’s entropy coder is a bottleneck and might be overly complex for a high bit rate scenario, various algorithmic alterations are proposed. First, JPEG 2000’s Selective Arithmetic Coding mode is realized on the GPU, but the gains in terms of an increased throughput are shown to be limited. Instead, two independent alterations not compliant to the standard are proposed, that (1) give up the concept of intra-bit plane truncation points and (2) introduce a true raw-coding mode that is fully parallelizable and does not require any context modeling. Next, an alternative block coder from the literature, the Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), is evaluated. Since it trades signal adaptiveness for increased parallelism, it is shown here how a stationary probability model averaged from a set of test sequences yields competitive compression efficiency. A combination of BPC-PaCo with the single-pass mode is proposed and shown to increase the speedup with respect to the original JPEG 2000 entropy coder from 2.15x (BPC-PaCo with two passes) to 2.6x (proposed BPC-PaCo with single-pass mode) at the marginal cost of increasing the PSNR penalty by 0.3 dB to at most 1 dB. Furthermore, a parallel algorithm is presented that determines the optimal code block bit stream truncation points (given an available bit rate budget) and builds the entire code stream on the GPU, reducing the amount of data that has to be transferred back into host memory to a minimum. A theoretical runtime model is formulated that allows, based on benchmarking results on one GPU, to predict the runtime of a kernel on another GPU. Lastly, the first ever JPEG XS GPU-decoder realization is presented. JPEG XS was designed to be a low complexity codec and for the first time explicitly demanded GPU-friendliness already in the call for proposals. Starting at bit rates above 1 bpp, the decoder is around 2x faster compared to the original JPEG 2000 and 1.5x faster compared to JPEG 2000 with the fastest evaluated entropy coder (BPC-PaCo with single-pass mode). With a GeForce GTX 1080, a decoding throughput of around 200 fps is achieved for a UHD 4:4:4 sequence

    A 8ms delay image transmission system and its applications

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    金沢大学理工研究域電子情報学系Based on the real-time prototype hardware proposed on SID2007, We\u27ve finished developing a real-time image transmission system. This system achieved low system delay(8msec) and high image quality for both desktop images and motion pictures. In this paper, we explained the whole system and CPU control flow in details. System delay was analyzed in encode and decode side. In the end, some possible application fields were introduced
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