52 research outputs found

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

    Get PDF
    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

    Low power JPEG2000 5/3 discrete wavelet transform algorithm and architecture

    Get PDF

    Exploiting the GPU power for intensive geometric and imaging data computation.

    Get PDF
    Wang Jianqing.Thesis (M.Phil.)--Chinese University of Hong Kong, 2004.Includes bibliographical references (leaves 81-86).Abstracts in English and Chinese.Chapter 1 --- Introduction --- p.1Chapter 1.1 --- Overview --- p.1Chapter 1.2 --- Thesis --- p.3Chapter 1.3 --- Contributions --- p.4Chapter 1.4 --- Organization --- p.6Chapter 2 --- Programmable Graphics Hardware --- p.8Chapter 2.1 --- Introduction --- p.8Chapter 2.2 --- Why Use GPU? --- p.9Chapter 2.3 --- Programmable Graphics Hardware Architecture --- p.11Chapter 2.4 --- Previous Work on GPU Computation --- p.15Chapter 3 --- Multilingual Virtual Performer --- p.17Chapter 3.1 --- Overview --- p.17Chapter 3.2 --- Previous Work --- p.18Chapter 3.3 --- System Overview --- p.20Chapter 3.4 --- Facial Animation --- p.22Chapter 3.4.1 --- Facial Animation using Face Space --- p.23Chapter 3.4.2 --- Face Set Selection for Lip Synchronization --- p.27Chapter 3.4.3 --- The Blending Weight Function Generation and Coartic- ulation --- p.33Chapter 3.4.4 --- Expression Overlay --- p.38Chapter 3.4.5 --- GPU Algorithm --- p.39Chapter 3.5 --- Character Animation --- p.44Chapter 3.5.1 --- Skeletal Animation Primer --- p.44Chapter 3.5.2 --- Mathematics of Kinematics --- p.46Chapter 3.5.3 --- Animating with Motion Capture Data --- p.48Chapter 3.5.4 --- Skeletal Subspace Deformation --- p.49Chapter 3.5.5 --- GPU Algorithm --- p.50Chapter 3.6 --- Integration of Skeletal and Facial Animation --- p.52Chapter 3.7 --- Result --- p.53Chapter 3.7.1 --- Summary --- p.58Chapter 4 --- Discrete Wavelet Transform On GPU --- p.60Chapter 4.1 --- Introduction --- p.60Chapter 4.1.1 --- Previous Works --- p.61Chapter 4.1.2 --- Our Solution --- p.61Chapter 4.2 --- Multiresolution Analysis with Wavelets --- p.62Chapter 4.3 --- Fragment Processor for Pixel Processing --- p.64Chapter 4.4 --- DWT Pipeline --- p.65Chapter 4.4.1 --- Convolution Versus Lifting --- p.65Chapter 4.4.2 --- DWT Pipeline --- p.67Chapter 4.5 --- Forward DWT --- p.68Chapter 4.6 --- Inverse DWT --- p.71Chapter 4.7 --- Results and Applications --- p.73Chapter 4.7.1 --- Geometric Deformation in Wavelet Domain --- p.73Chapter 4.7.2 --- Stylish Image Processing and Texture-illuminance De- coupling --- p.73Chapter 4.7.3 --- Hardware-Accelerated JPEG2000 Encoding --- p.75Chapter 4.8 --- Web Information --- p.78Chapter 5 --- Conclusion --- p.79Bibliography --- p.8

    Resource-Constrained Low-Complexity Video Coding for Wireless Transmission

    Get PDF

    Development of Lifting-based VLSI Architectures for Two-Dimensional Discrete Wavelet Transform

    Get PDF
    Two-dimensional discrete wavelet transform (2-D DWT) has evolved as an essential part of a modem compression system. It offers superior compression with good image quality and overcomes disadvantage of the discrete cosine transform, which suffers from blocks artifacts that reduces the quality of the inage. The amount of computations involve in 2-D DWT is enormous and cannot be processed by generalpurpose processors when real-time processing is required. Th·"efore, high speed and low power VLSI architecture that computes 2-D DWT effectively is needed. In this research, several VLSI architectures have been developed that meets real-time requirements for 2-D DWT applications. This research iaitially started off by implementing a software simulation program that decorrelates the original image and reconstructs the original image from the decorrelated image. Then, based on the information gained from implementing the simulation program, a new approach for designing lifting-based VLSI architectures for 2-D forward DWT is introduced. As a result, two high performance VLSI architectures that perform 2-D DWT for 5/3 and 9/7 filters are developed based on overlapped and nonoverlapped scan methods. Then, the intermediate architecture is developed, which aim a·: reducing the power consumption of the overlapped areas without using the expensive line buffer. In order to best meet real-time applications of 2-D DWT with demanding requirements in terms of speed and throughput parallelism is explored. The single pipelined intermediate and overlapped architectures are extended to 2-, 3-, and 4-parallel architectures to achieve speed factors of 2, 3, and 4, respectively. To further demonstrate the effectiveness of the approach single and para.llel VLSI architectures for 2-D inverse discrete wavelet transform (2-D IDWT) are developed. Furthermore, 2-D DWT memory architectures, which have been overlooked in the literature, are also developed. Finally, to show the architectural models developed for 2-D DWT are simple to control, the control algorithms for 4-parallel architecture based on the first scan method is developed. To validate architectures develcped in this work five architectures are implemented and simulated on Altera FPGA. In compliance with the terms of the Copyright Act 1987 and the IP Policy of the university, the copyright of this thesis has been reassigned by the author to the legal entity of the university, Institute of Technology PETRONAS Sdn bhd. Due acknowledgement shall always be made of the use of any material contained in, or derived from, this thesis

    Remote Sensing Data Compression

    Get PDF
    A huge amount of data is acquired nowadays by different remote sensing systems installed on satellites, aircrafts, and UAV. The acquired data then have to be transferred to image processing centres, stored and/or delivered to customers. In restricted scenarios, data compression is strongly desired or necessary. A wide diversity of coding methods can be used, depending on the requirements and their priority. In addition, the types and properties of images differ a lot, thus, practical implementation aspects have to be taken into account. The Special Issue paper collection taken as basis of this book touches on all of the aforementioned items to some degree, giving the reader an opportunity to learn about recent developments and research directions in the field of image compression. In particular, lossless and near-lossless compression of multi- and hyperspectral images still remains current, since such images constitute data arrays that are of extremely large size with rich information that can be retrieved from them for various applications. Another important aspect is the impact of lossless compression on image classification and segmentation, where a reasonable compromise between the characteristics of compression and the final tasks of data processing has to be achieved. The problems of data transition from UAV-based acquisition platforms, as well as the use of FPGA and neural networks, have become very important. Finally, attempts to apply compressive sensing approaches in remote sensing image processing with positive outcomes are observed. We hope that readers will find our book useful and interestin

    Discrete Wavelet Transforms

    Get PDF
    The discrete wavelet transform (DWT) algorithms have a firm position in processing of signals in several areas of research and industry. As DWT provides both octave-scale frequency and spatial timing of the analyzed signal, it is constantly used to solve and treat more and more advanced problems. The present book: Discrete Wavelet Transforms: Algorithms and Applications reviews the recent progress in discrete wavelet transform algorithms and applications. The book covers a wide range of methods (e.g. lifting, shift invariance, multi-scale analysis) for constructing DWTs. The book chapters are organized into four major parts. Part I describes the progress in hardware implementations of the DWT algorithms. Applications include multitone modulation for ADSL and equalization techniques, a scalable architecture for FPGA-implementation, lifting based algorithm for VLSI implementation, comparison between DWT and FFT based OFDM and modified SPIHT codec. Part II addresses image processing algorithms such as multiresolution approach for edge detection, low bit rate image compression, low complexity implementation of CQF wavelets and compression of multi-component images. Part III focuses watermaking DWT algorithms. Finally, Part IV describes shift invariant DWTs, DC lossless property, DWT based analysis and estimation of colored noise and an application of the wavelet Galerkin method. The chapters of the present book consist of both tutorial and highly advanced material. Therefore, the book is intended to be a reference text for graduate students and researchers to obtain state-of-the-art knowledge on specific applications

    High throughput image compression and decompression on GPUs

    Get PDF
    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
    • …
    corecore