203,622 research outputs found

    Model for an Intelligent Operating System for Executing Tasks on a Reconfigurable Parallel Architecture

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    Parallel processing is one approach to achieve the large computational processing capabilities required by many real-time computing tasks. One of the problems that must be addressed in the use of reconfigurable multiprocessor systems is matching the architecture configuration to the algorithms to be executed. This paper presents a conceptual model that explores the potential of artificial intelligence tools, specifically expert systems, to design an Intelligent Operating System for multiprocessor systems. The target task is the implementation of image understanding systems on multiprocessor architectures. PASM is used as an example multiprocessor. The Intelligent Operating System concepts developed here could also be used to address other problems requiring real-time processing. An example image understanding task is presented to illustrate the concept of intelligent scheduling by the Intelligent Operating System. Also considered is the use of the conceptual model when developing an image understanding system in order to test different strategies for choosing algorithms, imposing execution order constraints, and integrating results from various algorithms

    The What-And-Where Filter: A Spatial Mapping Neural Network for Object Recognition and Image Understanding

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    The What-and-Where filter forms part of a neural network architecture for spatial mapping, object recognition, and image understanding. The Where fllter responds to an image figure that has been separated from its background. It generates a spatial map whose cell activations simultaneously represent the position, orientation, ancl size of all tbe figures in a scene (where they are). This spatial map may he used to direct spatially localized attention to these image features. A multiscale array of oriented detectors, followed by competitve and interpolative interactions between position, orientation, and size scales, is used to define the Where filter. This analysis discloses several issues that need to be dealt with by a spatial mapping system that is based upon oriented filters, such as the role of cliff filters with and without normalization, the double peak problem of maximum orientation across size scale, and the different self-similar interpolation properties across orientation than across size scale. Several computationally efficient Where filters are proposed. The Where filter rnay be used for parallel transformation of multiple image figures into invariant representations that are insensitive to the figures' original position, orientation, and size. These invariant figural representations form part of a system devoted to attentive object learning and recognition (what it is). Unlike some alternative models where serial search for a target occurs, a What and Where representation can he used to rapidly search in parallel for a desired target in a scene. Such a representation can also be used to learn multidimensional representations of objects and their spatial relationships for purposes of image understanding. The What-and-Where filter is inspired by neurobiological data showing that a Where processing stream in the cerebral cortex is used for attentive spatial localization and orientation, whereas a What processing stream is used for attentive object learning and recognition.Advanced Research Projects Agency (ONR-N00014-92-J-4015, AFOSR 90-0083); British Petroleum (89-A-1204); National Science Foundation (IRI-90-00530, Graduate Fellowship); Office of Naval Research (N00014-91-J-4100, N00014-95-1-0409, N00014-95-1-0657); Air Force Office of Scientific Research (F49620-92-J-0499, F49620-92-J-0334

    GPGPU Processing in CUDA Architecture

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    The future of computation is the Graphical Processing Unit, i.e. the GPU. The promise that the graphics cards have shown in the field of image processing and accelerated rendering of 3D scenes, and the computational capability that these GPUs possess, they are developing into great parallel computing units. It is quite simple to program a graphics processor to perform general parallel tasks. But after understanding the various architectural aspects of the graphics processor, it can be used to perform other taxing tasks as well. In this paper, we will show how CUDA can fully utilize the tremendous power of these GPUs. CUDA is NVIDIA's parallel computing architecture. It enables dramatic increases in computing performance, by harnessing the power of the GPU. This paper talks about CUDA and its architecture. It takes us through a comparison of CUDA C/C++ with other parallel programming languages like OpenCL and DirectCompute. The paper also lists out the common myths about CUDA and how the future seems to be promising for CUDA.Comment: 16 pages, 5 figures, Advanced Computing: an International Journal (ACIJ) 201

    Embed[d]ed Zerotree Codec

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    This thesis discusses the findings of the final year project involving the VHDL (V= Very High Speed Integrated Circuit, Hardware Description Language) design and simulation of an EZT (Embedded Zero Tree) codec. The basis of image compression and the various image compression techniques that are available today have been explored. This provided a clear understanding of image compression as a whole. An in depth understanding of wavelet transform theory was vital to the understanding of the edge that this transform provides over other transforms for image compression. Both the mathematics of it and how it is implemented using sets of high pass and low pass filters have been studied and presented. At the heart of the EZT codec is the EZW (Embedded Zerotree Wavelet) algorithm, as this is the algorithm that has been implemented in the codec. This required a thorough study and understanding of the algorithm and the various terms used in it. A generic single processor codec capable of handling any size of zerotree coefficients of images was designed. Once the coding and decoding strategy of this single processor had been figured out, it was easily extended to a codec with three parallel processors. This parallel architecture uses the same coding and decoding methods as in the single processor except that each processor in the parallel processing now handles only a third of the coefficients, thus promising a much speedier codec as compared to the first one. Both designs were then translated into VHDL behavioral level codes. The codes were then simulated and the results were verified. Once the simulations were completed the next aim for the project, namely synthesizing the design, was embarked upon. Of the two logical parts of the encoder, only the significance map generator has been synthesized

    Evaluation of 3D Voxel Rendering Algorithms for Real-Time Interaction on a SIMD Graphics Processor

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    The display of three-dimensional medical data is becoming more common, but current hardware and image rendering algorithms do not generally allow real-time interaction with the image by the user. Real-time interactions, such as image rotation, utilize the motion processing capabilities of the human visual system, allowing a better understanding of the structures being imaged. Recent advances in general purpose graphics display equipment could make real-time interaction feasible in clinical setting. We have evaluated the capabilities of one type of advanced display architecture, the PIXAR Imaging Computer, for real-time interaction while displaying three-dimensional medical data as two-dimensional projections. It was discovered during this investigation that most suitable algorithms for implementation were based on the rendering of voxel rather than surface data. Two voxel-based techniques, back-to-front and front-to-back rendering produced acceptable, but not real-time performance. The quality of the images produced was not high, but allowed the determination of an image orientation which could then be used by a later high-quality rendering technique. Two conclusions were reached: first, the current performance of display hardware may allow acceptable interactive performance and produce high-quality images if a scheme of adaptive refinement is used wherein successively higher quality images are generated for the user. Second, the correct algorithm to use for fast rendering of volume data is highly dependent upon the architecture of the display processor, and in particular upon the ability of the processor to randomly access image data. If the processor is constrained to sequential or near sequential access to the voxel data, the choice of algorithms and the utilization of parallel processing is severely limited
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