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Recognition by directed attention to recursively partitioned images
A learning/recognition model (and instantiating program) is described which recursively combines the learning paradigms of conceptual clustering (Michalski, 1980) and learning-from-examples to resolve the ambiguities of real-world recognition. The model is based on neuropsychological and psychological evidence that the visual system is analytic, hierarchical, and composed of a parallel/serial dichotomy (many, see conclusions by Crick, 1984). Emulating the experimental evidence, parallel processes in the model decompose the image into components and cluster the constituents in much the same way as the image processing technique known as moment analysis (Alt, 1962). Serial, attentive mechanisms then reassemble the decompositions by investigating spatial relationships between components. The use of attentive mechanisms extends the moment analysis technique to handle alterations in structure and solves the contention problem created by combining the two learning paradigms. The contention results from a disagreement between the teacher and the model on what constitutes the salient features at the highest level of the symbol. There are four cases ZBT must handle, two of which result from the disagreement with the teacher. The parallel/serial dichotomy represents a vertical/horizontal tradeoff between the invariant and variant features of a domain. The resultant learned hierarchy allows ZBT to recognize structural differences while avoiding problems of exponential growth
VIOLA - A multi-purpose and web-based visualization tool for neuronal-network simulation output
Neuronal network models and corresponding computer simulations are invaluable
tools to aid the interpretation of the relationship between neuron properties,
connectivity and measured activity in cortical tissue. Spatiotemporal patterns
of activity propagating across the cortical surface as observed experimentally
can for example be described by neuronal network models with layered geometry
and distance-dependent connectivity. The interpretation of the resulting stream
of multi-modal and multi-dimensional simulation data calls for integrating
interactive visualization steps into existing simulation-analysis workflows.
Here, we present a set of interactive visualization concepts called views for
the visual analysis of activity data in topological network models, and a
corresponding reference implementation VIOLA (VIsualization Of Layer Activity).
The software is a lightweight, open-source, web-based and platform-independent
application combining and adapting modern interactive visualization paradigms,
such as coordinated multiple views, for massively parallel neurophysiological
data. For a use-case demonstration we consider spiking activity data of a
two-population, layered point-neuron network model subject to a spatially
confined excitation originating from an external population. With the multiple
coordinated views, an explorative and qualitative assessment of the
spatiotemporal features of neuronal activity can be performed upfront of a
detailed quantitative data analysis of specific aspects of the data.
Furthermore, ongoing efforts including the European Human Brain Project aim at
providing online user portals for integrated model development, simulation,
analysis and provenance tracking, wherein interactive visual analysis tools are
one component. Browser-compatible, web-technology based solutions are therefore
required. Within this scope, with VIOLA we provide a first prototype.Comment: 38 pages, 10 figures, 3 table
Sixth Annual Users' Conference
Conference papers and presentation outlines which address the use of the Transportable Applications Executive (TAE) and its various applications programs are compiled. Emphasis is given to the design of the user interface and image processing workstation in general. Alternate ports of TAE and TAE subsystems are also covered
Exploiting frame coherence in real-time rendering for energy-efficient GPUs
The computation capabilities of mobile GPUs have greatly evolved in the last generations, allowing real-time rendering of realistic scenes. However, the desire for processing complex environments clashes with the battery-operated nature of smartphones, for which users expect long operating times per charge and a low-enough temperature to comfortably hold them. Consequently, improving the energy-efficiency of mobile GPUs is paramount to fulfill both performance and low-power goals. The work of the processors from within the GPU and their accesses to off-chip memory are the main sources of energy consumption in graphics workloads. Yet most of this energy is spent in redundant computations, as the frame rate required to produce animations results in a sequence of extremely similar images.
The goal of this thesis is to improve the energy-efficiency of mobile GPUs by designing micro-architectural mechanisms that leverage frame coherence in order to reduce the redundant computations and memory accesses inherent in graphics applications.
First, we focus on reducing redundant color computations. Mobile GPUs typically employ an architecture called Tile-Based Rendering, in which the screen is divided into tiles that are independently rendered in on-chip buffers. It is common that more than 80% of the tiles produce exactly the same output between consecutive frames. We propose Rendering Elimination (RE), a mechanism that accurately determines such occurrences by computing and storing signatures of the inputs of all the tiles in a frame. If the signatures of a tile across consecutive frames are the same, the colors computed in the preceding frame are reused, saving all computations and memory accesses associated to the rendering of the tile. We show that RE vastly outperforms related schemes found in the literature, achieving a reduction of energy consumption of 37% and execution time of 33% with minimal overheads.
Next, we focus on reducing redundant computations of fragments that will eventually not be visible. In real-time rendering, objects are processed in the order they are submitted to the GPU, which usually causes that the results of previously-computed objects are overwritten by new objects that turn occlude them. Consequently, whether or not a particular object will be occluded is not known until the entire scene has been processed. Based on the fact that visibility tends to remain constant across consecutive frames, we propose Early Visibility Resolution (EVR), a mechanism that predicts visibility based on information obtained in the preceding frame. EVR first computes and stores the depth of the farthest visible point after rendering each tile. Whenever a tile is rendered in the following frame, primitives that are farther from the observer than the stored depth are predicted to be occluded, and processed after the ones predicted to be visible. Additionally, this visibility prediction scheme is used to improve Rendering Elimination’s equal tile detection capabilities by not adding primitives predicted to be occluded in the signature. With minor hardware costs, EVR is shown to provide a reduction of energy consumption of 43% and execution time of 39%.
Finally, we focus on reducing computations in tiles with low spatial frequencies. GPUs produce pixel colors by sampling triangles once per pixel and performing computations on each sampling location. However, most screen regions do not include sufficient detail to require high sampling rates, leading to a significant amount of energy wasted computing the same color for neighboring pixels. Given that spatial frequencies are maintained across frames, we propose Dynamic Sampling Rate, a mechanism that analyzes the spatial frequencies of tiles and determines the best sampling rate for them, which is applied in the following frame. Results show that Dynamic Sampling Rate significantly reduces processor activity, yielding energy savings of 40% and execution time reductions of 35%.La capacitat de cà lcul de les GPU mòbils ha augmentat en gran mesura en les darreres generacions, permetent el renderitzat de paisatges complexos en temps real. Nogensmenys, el desig de processar escenes cada vegada més realistes xoca amb el fet que aquests dispositius funcionen amb bateries, i els usuaris n’esperen llargues durades i una temperatura prou baixa com per a ser agafats còmodament. En conseqüència, millorar l’eficiència energètica de les GPU mòbils és essencial per a aconseguir els objectius de rendiment i baix consum. Els processadors de la GPU i els seus accessos a memòria són els principals consumidors d’energia en cà rregues grà fiques, però molt d’aquest consum és malbaratat en cà lculs redundants, ja que les animacions produïdes s¿aconsegueixen renderitzant una seqüència d’imatges molt similars. L’objectiu d’aquesta tesi és millorar l’eficiència energètica de les GPU mòbils mitjançant el disseny de mecanismes microarquitectònics que aprofitin la coherència entre imatges per a reduir els cà lculs i accessos redundants inherents a les aplicacions grà fiques. Primerament, ens centrem en reduir cà lculs redundants de colors. A les GPU mòbils, sovint s'empra una arquitectura anomenada Tile-Based Rendering, en què la pantalla es divideix en regions que es processen independentment dins del xip. És habitual que més del 80% de les regions de pantalla produeixin els mateixos colors entre imatges consecutives. Proposem Rendering Elimination (RE), un mecanisme que determina acuradament aquests casos computant una signatura de les entrades de totes les regions. Si les signatures de dues imatges són iguals, es reutilitzen els colors calculats a la imatge anterior, el que estalvia tots els cà lculs i accessos a memòria de la regió. RE supera à mpliament propostes relacionades de la literatura, aconseguint una reducció del consum energètic del 37% i del temps d’execució del 33%. Seguidament, ens centrem en reduir cà lculs redundants en fragments que eventualment no seran visibles. En aplicacions grà fiques, els objectes es processen en l’ordre en què son enviats a la GPU, el que sovint causa que resultats ja processats siguin sobreescrits per nous objectes que els oclouen. Per tant, no se sap si un objecte serà visible o no fins que tota l’escena ha estat processada. Fonamentats en el fet que la visibilitat tendeix a ser constant entre imatges, proposem Early Visibility Resolution (EVR), un mecanisme que prediu la visibilitat basat en informació obtinguda a la imatge anterior. EVR computa i emmagatzema la profunditat del punt visible més llunyà després de processar cada regió de pantalla. Quan es processa una regió a la imatge següent, es prediu que les primitives més llunyanes a el punt guardat seran ocloses i es processen després de les que es prediuen que seran visibles. Addicionalment, aquest esquema de predicció s’empra en millorar la detecció de regions redundants de RE al no afegir les primitives que es prediu que seran ocloses a les signatures. Amb un cost de maquinari mÃnim, EVR aconsegueix una millora del consum energètic del 43% i del temps d’execució del 39%. Finalment, ens centrem a reduir cà lculs en regions de pantalla amb poca freqüència espacial. Les GPU actuals produeixen colors mostrejant els triangles una vegada per cada pÃxel i fent cà lculs a cada localització mostrejada. Però la majoria de regions no tenen suficient detall per a necessitar altes freqüències de mostreig, el que implica un malbaratament d’energia en el cà lcul del mateix color en pÃxels adjacents. Com les freqüències tendeixen a mantenir-se en el temps, proposem Dynamic Sampling Rate (DSR)¸ un mecanisme que analitza les freqüències de les regions una vegada han estat renderitzades i en determina la menor freqüència de mostreig a la que es poden processar, que s’aplica a la següent imatge..
Exploiting frame coherence in real-time rendering for energy-efficient GPUs
The computation capabilities of mobile GPUs have greatly evolved in the last generations, allowing real-time rendering of realistic scenes. However, the desire for processing complex environments clashes with the battery-operated nature of smartphones, for which users expect long operating times per charge and a low-enough temperature to comfortably hold them. Consequently, improving the energy-efficiency of mobile GPUs is paramount to fulfill both performance and low-power goals. The work of the processors from within the GPU and their accesses to off-chip memory are the main sources of energy consumption in graphics workloads. Yet most of this energy is spent in redundant computations, as the frame rate required to produce animations results in a sequence of extremely similar images.
The goal of this thesis is to improve the energy-efficiency of mobile GPUs by designing micro-architectural mechanisms that leverage frame coherence in order to reduce the redundant computations and memory accesses inherent in graphics applications.
First, we focus on reducing redundant color computations. Mobile GPUs typically employ an architecture called Tile-Based Rendering, in which the screen is divided into tiles that are independently rendered in on-chip buffers. It is common that more than 80% of the tiles produce exactly the same output between consecutive frames. We propose Rendering Elimination (RE), a mechanism that accurately determines such occurrences by computing and storing signatures of the inputs of all the tiles in a frame. If the signatures of a tile across consecutive frames are the same, the colors computed in the preceding frame are reused, saving all computations and memory accesses associated to the rendering of the tile. We show that RE vastly outperforms related schemes found in the literature, achieving a reduction of energy consumption of 37% and execution time of 33% with minimal overheads.
Next, we focus on reducing redundant computations of fragments that will eventually not be visible. In real-time rendering, objects are processed in the order they are submitted to the GPU, which usually causes that the results of previously-computed objects are overwritten by new objects that turn occlude them. Consequently, whether or not a particular object will be occluded is not known until the entire scene has been processed. Based on the fact that visibility tends to remain constant across consecutive frames, we propose Early Visibility Resolution (EVR), a mechanism that predicts visibility based on information obtained in the preceding frame. EVR first computes and stores the depth of the farthest visible point after rendering each tile. Whenever a tile is rendered in the following frame, primitives that are farther from the observer than the stored depth are predicted to be occluded, and processed after the ones predicted to be visible. Additionally, this visibility prediction scheme is used to improve Rendering Elimination’s equal tile detection capabilities by not adding primitives predicted to be occluded in the signature. With minor hardware costs, EVR is shown to provide a reduction of energy consumption of 43% and execution time of 39%.
Finally, we focus on reducing computations in tiles with low spatial frequencies. GPUs produce pixel colors by sampling triangles once per pixel and performing computations on each sampling location. However, most screen regions do not include sufficient detail to require high sampling rates, leading to a significant amount of energy wasted computing the same color for neighboring pixels. Given that spatial frequencies are maintained across frames, we propose Dynamic Sampling Rate, a mechanism that analyzes the spatial frequencies of tiles and determines the best sampling rate for them, which is applied in the following frame. Results show that Dynamic Sampling Rate significantly reduces processor activity, yielding energy savings of 40% and execution time reductions of 35%.La capacitat de cà lcul de les GPU mòbils ha augmentat en gran mesura en les darreres generacions, permetent el renderitzat de paisatges complexos en temps real. Nogensmenys, el desig de processar escenes cada vegada més realistes xoca amb el fet que aquests dispositius funcionen amb bateries, i els usuaris n’esperen llargues durades i una temperatura prou baixa com per a ser agafats còmodament. En conseqüència, millorar l’eficiència energètica de les GPU mòbils és essencial per a aconseguir els objectius de rendiment i baix consum. Els processadors de la GPU i els seus accessos a memòria són els principals consumidors d’energia en cà rregues grà fiques, però molt d’aquest consum és malbaratat en cà lculs redundants, ja que les animacions produïdes s¿aconsegueixen renderitzant una seqüència d’imatges molt similars. L’objectiu d’aquesta tesi és millorar l’eficiència energètica de les GPU mòbils mitjançant el disseny de mecanismes microarquitectònics que aprofitin la coherència entre imatges per a reduir els cà lculs i accessos redundants inherents a les aplicacions grà fiques. Primerament, ens centrem en reduir cà lculs redundants de colors. A les GPU mòbils, sovint s'empra una arquitectura anomenada Tile-Based Rendering, en què la pantalla es divideix en regions que es processen independentment dins del xip. És habitual que més del 80% de les regions de pantalla produeixin els mateixos colors entre imatges consecutives. Proposem Rendering Elimination (RE), un mecanisme que determina acuradament aquests casos computant una signatura de les entrades de totes les regions. Si les signatures de dues imatges són iguals, es reutilitzen els colors calculats a la imatge anterior, el que estalvia tots els cà lculs i accessos a memòria de la regió. RE supera à mpliament propostes relacionades de la literatura, aconseguint una reducció del consum energètic del 37% i del temps d’execució del 33%. Seguidament, ens centrem en reduir cà lculs redundants en fragments que eventualment no seran visibles. En aplicacions grà fiques, els objectes es processen en l’ordre en què son enviats a la GPU, el que sovint causa que resultats ja processats siguin sobreescrits per nous objectes que els oclouen. Per tant, no se sap si un objecte serà visible o no fins que tota l’escena ha estat processada. Fonamentats en el fet que la visibilitat tendeix a ser constant entre imatges, proposem Early Visibility Resolution (EVR), un mecanisme que prediu la visibilitat basat en informació obtinguda a la imatge anterior. EVR computa i emmagatzema la profunditat del punt visible més llunyà després de processar cada regió de pantalla. Quan es processa una regió a la imatge següent, es prediu que les primitives més llunyanes a el punt guardat seran ocloses i es processen després de les que es prediuen que seran visibles. Addicionalment, aquest esquema de predicció s’empra en millorar la detecció de regions redundants de RE al no afegir les primitives que es prediu que seran ocloses a les signatures. Amb un cost de maquinari mÃnim, EVR aconsegueix una millora del consum energètic del 43% i del temps d’execució del 39%. Finalment, ens centrem a reduir cà lculs en regions de pantalla amb poca freqüència espacial. Les GPU actuals produeixen colors mostrejant els triangles una vegada per cada pÃxel i fent cà lculs a cada localització mostrejada. Però la majoria de regions no tenen suficient detall per a necessitar altes freqüències de mostreig, el que implica un malbaratament d’energia en el cà lcul del mateix color en pÃxels adjacents. Com les freqüències tendeixen a mantenir-se en el temps, proposem Dynamic Sampling Rate (DSR)¸ un mecanisme que analitza les freqüències de les regions una vegada han estat renderitzades i en determina la menor freqüència de mostreig a la que es poden processar, que s’aplica a la següent imatge...Postprint (published version
Functional requirements for the man-vehicle systems research facility
The NASA Ames Research Center proposed a man-vehicle systems research facility to support flight simulation studies which are needed for identifying and correcting the sources of human error associated with current and future air carrier operations. The organization of research facility is reviewed and functional requirements and related priorities for the facility are recommended based on a review of potentially critical operational scenarios. Requirements are included for the experimenter's simulation control and data acquisition functions, as well as for the visual field, motion, sound, computation, crew station, and intercommunications subsystems. The related issues of functional fidelity and level of simulation are addressed, and specific criteria for quantitative assessment of various aspects of fidelity are offered. Recommendations for facility integration, checkout, and staffing are included
Digital document imaging systems: An overview and guide
This is an aid to NASA managers in planning the selection of a Digital Document Imaging System (DDIS) as a possible solution for document information processing and storage. Intended to serve as a manager's guide, this document contains basic information on digital imaging systems, technology, equipment standards, issues of interoperability and interconnectivity, and issues related to selecting appropriate imaging equipment based upon well defined needs
Rendering Elimination: Early Discard of Redundant Tiles in the Graphics Pipeline
GPUs are one of the most energy-consuming components for real-time rendering
applications, since a large number of fragment shading computations and memory
accesses are involved. Main memory bandwidth is especially taxing
battery-operated devices such as smartphones. Tile-Based Rendering GPUs divide
the screen space into multiple tiles that are independently rendered in on-chip
buffers, thus reducing memory bandwidth and energy consumption. We have
observed that, in many animated graphics workloads, a large number of screen
tiles have the same color across adjacent frames. In this paper, we propose
Rendering Elimination (RE), a novel micro-architectural technique that
accurately determines if a tile will be identical to the same tile in the
preceding frame before rasterization by means of comparing signatures. Since RE
identifies redundant tiles early in the graphics pipeline, it completely avoids
the computation and memory accesses of the most power consuming stages of the
pipeline, which substantially reduces the execution time and the energy
consumption of the GPU. For widely used Android applications, we show that RE
achieves an average speedup of 1.74x and energy reduction of 43% for the
GPU/Memory system, surpassing by far the benefits of Transaction Elimination, a
state-of-the-art memory bandwidth reduction technique available in some
commercial Tile-Based Rendering GPUs
Computational fluid dynamics at NASA Ames and the numerical aerodynamic simulation program
Computers are playing an increasingly important role in the field of aerodynamics such as that they now serve as a major complement to wind tunnels in aerospace research and development. Factors pacing advances in computational aerodynamics are identified, including the amount of computational power required to take the next major step in the discipline. The four main areas of computational aerodynamics research at NASA Ames Research Center which are directed toward extending the state of the art are identified and discussed. Example results obtained from approximate forms of the governing equations are presented and discussed, both in the context of levels of computer power required and the degree to which they either further the frontiers of research or apply to programs of practical importance. Finally, the Numerical Aerodynamic Simulation Program--with its 1988 target of achieving a sustained computational rate of 1 billion floating-point operations per second--is discussed in terms of its goals, status, and its projected effect on the future of computational aerodynamics
A survey of exemplar-based texture synthesis
Exemplar-based texture synthesis is the process of generating, from an input
sample, new texture images of arbitrary size and which are perceptually
equivalent to the sample. The two main approaches are statistics-based methods
and patch re-arrangement methods. In the first class, a texture is
characterized by a statistical signature; then, a random sampling conditioned
to this signature produces genuinely different texture images. The second class
boils down to a clever "copy-paste" procedure, which stitches together large
regions of the sample. Hybrid methods try to combine ideas from both approaches
to avoid their hurdles. The recent approaches using convolutional neural
networks fit to this classification, some being statistical and others
performing patch re-arrangement in the feature space. They produce impressive
synthesis on various kinds of textures. Nevertheless, we found that most real
textures are organized at multiple scales, with global structures revealed at
coarse scales and highly varying details at finer ones. Thus, when confronted
with large natural images of textures the results of state-of-the-art methods
degrade rapidly, and the problem of modeling them remains wide open.Comment: v2: Added comments and typos fixes. New section added to describe
FRAME. New method presented: CNNMR
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