301 research outputs found

    Packet Compression in GPU Architectures

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    Graphical processing unit (GPU) can support multiple operations in parallel by executing it on multiple thread unit known as warp i.e. multiple threads running the same instruction. Each time miss happens at private cache of Streaming Multiprocessor (SM), the request is migrated over the network to shared L2 cache and then later down to Memory Controller (MC) for supplying memory block. The interconnect delay becomes a bottleneck due to a large number of requests from different SM and multiple replies from the MCs. The compression technique can be used to mitigate the performance bottleneck caused by a large volume of data. In this work, I apply various compression algorithms and propose a new compression scheme, Data Segment Matching (DSM). I apply approximation to the floating-point elements to improve compressibility and develop a prediction model to identify number of approximation bits. I focus on compression techniques to resolve this bottleneck. The evaluations using a cycle accurate simulator show that this scheme improves Instructions per Cycle (IPC) by 12% on an average across various benchmarks with compressibility 50% in integer type benchmarks and 35% in floating-point type benchmarks when the proposed scheme is applied to packet compression in the interconnection network

    Hybrid compression of video with graphics in DTV communication systems

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    Advanced broadcast manipulation of TV sequences and enhanced user interfaces for TV systems have resulted in an increased amount of pre- and post-editing of video sequences, where graphical information is inserted. However, in the current broadcasting chain, there are no provisions for enabling an efficient transmission/storage of these mixed video and graphics signals and, at this emerging stage of DTV systems, introducing new standards is not desired. Nevertheless, in the professional video communication chain between content provider and broadcaster and locally, in the DTV receiver, proprietary video-graphics compression schemes can be used to enable more efficient transmission/storage of mixed video and graphics signals. For example, in the DTV receiver case this will lead to a significant memory-cost reduction. To preserve a high overall image quality, the video and graphics data require independent coding systems, matched with their specific visual and statistical properties. We introduce various efficient algorithms that support both the lossless (contour, runlength and arithmetic coding) and the lossy (block predictive coding) compression of graphics data. If the graphics data are a-priori mixed with video and the graphics position is unknown at compression time, an accurate detection mechanism is applied to distinguish the two signals, such that independent coding algorithms can be employed for each data-type. In the DTV memory-reduction scenario, an overall bit-rate control completes the system, ensuring a fixed compression factor of 2-3 per frame without sacrificing the quality of the graphic

    Resource-Constrained Low-Complexity Video Coding for Wireless Transmission

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    Point cloud data compression

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    The rapid growth in the popularity of Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) experiences have resulted in an exponential surge of three-dimensional data. Point clouds have emerged as a commonly employed representation for capturing and visualizing three-dimensional data in these environments. Consequently, there has been a substantial research effort dedicated to developing efficient compression algorithms for point cloud data. This Master's thesis aims to investigate the current state-of-the-art lossless point cloud geometry compression techniques, explore some of these techniques in more detail and then propose improvements and/or extensions to enhance them and provide directions for future work on this topic

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor

    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

    An Introduction to Neural Data Compression

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    Neural compression is the application of neural networks and other machine learning methods to data compression. Recent advances in statistical machine learning have opened up new possibilities for data compression, allowing compression algorithms to be learned end-to-end from data using powerful generative models such as normalizing flows, variational autoencoders, diffusion probabilistic models, and generative adversarial networks. The present article aims to introduce this field of research to a broader machine learning audience by reviewing the necessary background in information theory (e.g., entropy coding, rate-distortion theory) and computer vision (e.g., image quality assessment, perceptual metrics), and providing a curated guide through the essential ideas and methods in the literature thus far
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