13,651 research outputs found

    Throughput Scaling Of Convolution For Error-Tolerant Multimedia Applications

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    Convolution and cross-correlation are the basis of filtering and pattern or template matching in multimedia signal processing. We propose two throughput scaling options for any one-dimensional convolution kernel in programmable processors by adjusting the imprecision (distortion) of computation. Our approach is based on scalar quantization, followed by two forms of tight packing in floating-point (one of which is proposed in this paper) that allow for concurrent calculation of multiple results. We illustrate how our approach can operate as an optional pre- and post-processing layer for off-the-shelf optimized convolution routines. This is useful for multimedia applications that are tolerant to processing imprecision and for cases where the input signals are inherently noisy (error tolerant multimedia applications). Indicative experimental results with a digital music matching system and an MPEG-7 audio descriptor system demonstrate that the proposed approach offers up to 175% increase in processing throughput against optimized (full-precision) convolution with virtually no effect in the accuracy of the results. Based on marginal statistics of the input data, it is also shown how the throughput and distortion can be adjusted per input block of samples under constraints on the signal-to-noise ratio against the full-precision convolution.Comment: IEEE Trans. on Multimedia, 201

    k-Nearest Neighbour Classifiers: 2nd Edition (with Python examples)

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    Perhaps the most straightforward classifier in the arsenal or machine learning techniques is the Nearest Neighbour Classifier -- classification is achieved by identifying the nearest neighbours to a query example and using those neighbours to determine the class of the query. This approach to classification is of particular importance because issues of poor run-time performance is not such a problem these days with the computational power that is available. This paper presents an overview of techniques for Nearest Neighbour classification focusing on; mechanisms for assessing similarity (distance), computational issues in identifying nearest neighbours and mechanisms for reducing the dimension of the data. This paper is the second edition of a paper previously published as a technical report. Sections on similarity measures for time-series, retrieval speed-up and intrinsic dimensionality have been added. An Appendix is included providing access to Python code for the key methods.Comment: 22 pages, 15 figures: An updated edition of an older tutorial on kN

    ColDICE: a parallel Vlasov-Poisson solver using moving adaptive simplicial tessellation

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    Resolving numerically Vlasov-Poisson equations for initially cold systems can be reduced to following the evolution of a three-dimensional sheet evolving in six-dimensional phase-space. We describe a public parallel numerical algorithm consisting in representing the phase-space sheet with a conforming, self-adaptive simplicial tessellation of which the vertices follow the Lagrangian equations of motion. The algorithm is implemented both in six- and four-dimensional phase-space. Refinement of the tessellation mesh is performed using the bisection method and a local representation of the phase-space sheet at second order relying on additional tracers created when needed at runtime. In order to preserve in the best way the Hamiltonian nature of the system, refinement is anisotropic and constrained by measurements of local Poincar\'e invariants. Resolution of Poisson equation is performed using the fast Fourier method on a regular rectangular grid, similarly to particle in cells codes. To compute the density projected onto this grid, the intersection of the tessellation and the grid is calculated using the method of Franklin and Kankanhalli (1993) generalised to linear order. As preliminary tests of the code, we study in four dimensional phase-space the evolution of an initially small patch in a chaotic potential and the cosmological collapse of a fluctuation composed of two sinusoidal waves. We also perform a "warm" dark matter simulation in six-dimensional phase-space that we use to check the parallel scaling of the code.Comment: Code and illustration movies available at: http://www.vlasix.org/index.php?n=Main.ColDICE - Article submitted to Journal of Computational Physic

    Working With Incremental Spatial Data During Parallel (GPU) Computation

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    Central to many complex systems, spatial actors require an awareness of their local environment to enable behaviours such as communication and navigation. Complex system simulations represent this behaviour with Fixed Radius Near Neighbours (FRNN) search. This algorithm allows actors to store data at spatial locations and then query the data structure to find all data stored within a fixed radius of the search origin. The work within this thesis answers the question: What techniques can be used for improving the performance of FRNN searches during complex system simulations on Graphics Processing Units (GPUs)? It is generally agreed that Uniform Spatial Partitioning (USP) is the most suitable data structure for providing FRNN search on GPUs. However, due to the architectural complexities of GPUs, the performance is constrained such that FRNN search remains one of the most expensive common stages between complex systems models. Existing innovations to USP highlight a need to take advantage of recent GPU advances, reducing the levels of divergence and limiting redundant memory accesses as viable routes to improve the performance of FRNN search. This thesis addresses these with three separate optimisations that can be used simultaneously. Experiments have assessed the impact of optimisations to the general case of FRNN search found within complex system simulations and demonstrated their impact in practice when applied to full complex system models. Results presented show the performance of the construction and query stages of FRNN search can be improved by over 2x and 1.3x respectively. These improvements allow complex system simulations to be executed faster, enabling increases in scale and model complexity

    Multi-criteria scheduling of pipeline workflows

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    Mapping workflow applications onto parallel platforms is a challenging problem, even for simple application patterns such as pipeline graphs. Several antagonist criteria should be optimized, such as throughput and latency (or a combination). In this paper, we study the complexity of the bi-criteria mapping problem for pipeline graphs on communication homogeneous platforms. In particular, we assess the complexity of the well-known chains-to-chains problem for different-speed processors, which turns out to be NP-hard. We provide several efficient polynomial bi-criteria heuristics, and their relative performance is evaluated through extensive simulations
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