806 research outputs found

    Synthesis of application specific processor architectures for ultra-low energy consumption

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    In this paper we suggest that further energy savings can be achieved by a new approach to synthesis of embedded processor cores, where the architecture is tailored to the algorithms that the core executes. In the context of embedded processor synthesis, both single-core and many-core, the types of algorithms and demands on the execution efficiency are usually known at the chip design time. This knowledge can be utilised at the design stage to synthesise architectures optimised for energy consumption. Firstly, we present an overview of both traditional energy saving techniques and new developments in architectural approaches to energy-efficient processing. Secondly, we propose a picoMIPS architecture that serves as an architectural template for energy-efficient synthesis. As a case study, we show how the picoMIPS architecture can be tailored to an energy efficient execution of the DCT algorithm

    Enhancing Microcomputer Edge Computing for Autonomous IoT Motion Control

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    Devices microprocessors, microcontrollers, and Field Programmable Gate Arrays (FPGA) play the core rule at the IoT edge level and it should be right provisioned. For proper controller performance, control algorithms should be implemented near the actuator eliminating the delay effects. In the IoT domain, this means to implement the mentioned algorithm at the edge level and prior data transmitting. The efficient IoT-enabled motion control can be obtained by considering two main factors; the first factor is from the actuator design point of view and the second factor is from the controller performance point of view. Therefore, in this article, the two mentioned factors are treated concerning the microprocessor rule and importance as a core for proper prototype design and as the main platform to implement the control algorithms. A comparison of controller performance indices for both prototypes is done using previously distributed motion control schemes and newly developed schemes after tuning the respective schemes gains in an optimal manner. The scheme with better behavior of both prototypes are selected for the IoT integration process, this scheme ensures optimal edge computing for the distributed motion control, making the implementation of all control computation take place at the IoT-edge level. As a result, the dynamic pipeline stages (DPS) based prototype gives better controller performance indices for most strategies, less power consumption, and optimally utilized resources encouraging the use of the microprocessors with reconfigurable components at the IoT-edge level

    Hardware acceleration of photon mapping

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    PhD ThesisThe quest for realism in computer-generated graphics has yielded a range of algorithmic techniques, the most advanced of which are capable of rendering images at close to photorealistic quality. Due to the realism available, it is now commonplace that computer graphics are used in the creation of movie sequences, architectural renderings, medical imagery and product visualisations. This work concentrates on the photon mapping algorithm [1, 2], a physically based global illumination rendering algorithm. Photon mapping excels in producing highly realistic, physically accurate images. A drawback to photon mapping however is its rendering times, which can be significantly longer than other, albeit less realistic, algorithms. Not surprisingly, this increase in execution time is associated with a high computational cost. This computation is usually performed using the general purpose central processing unit (CPU) of a personal computer (PC), with the algorithm implemented as a software routine. Other options available for processing these algorithms include desktop PC graphics processing units (GPUs) and custom designed acceleration hardware devices. GPUs tend to be efficient when dealing with less realistic rendering solutions such as rasterisation, however with their recent drive towards increased programmability they can also be used to process more realistic algorithms. A drawback to the use of GPUs is that these algorithms often have to be reworked to make optimal use of the limited resources available. There are very few custom hardware devices available for acceleration of the photon mapping algorithm. Ray-tracing is the predecessor to photon mapping, and although not capable of producing the same physical accuracy and therefore realism, there are similarities between the algorithms. There have been several hardware prototypes, and at least one commercial offering, created with the goal of accelerating ray-trace rendering [3]. However, properties making many of these proposals suitable for the acceleration of ray-tracing are not shared by photon mapping. There are even fewer proposals for acceleration of the additional functions found only in photon mapping. All of these approaches to algorithm acceleration offer limited scalability. GPUs are inherently difficult to scale, while many of the custom hardware devices available thus far make use of large processing elements and complex acceleration data structures. In this work we make use of three novel approaches in the design of highly scalable specialised hardware structures for the acceleration of the photon mapping algorithm. Increased scalability is gained through: • The use of a brute-force approach in place of the commonly used smart approach, thus eliminating much data pre-processing, complex data structures and large processing units often required. • The use of Logarithmic Number System (LNS) arithmetic computation, which facilitates a reduction in processing area requirement. • A novel redesign of the photon inclusion test, used within the photon search method of the photon mapping algorithm. This allows an intelligent memory structure to be used for the search. The design uses two hardware structures, both of which accelerate one core rendering function. Renderings produced using field programmable gate array (FPGA) based prototypes are presented, along with details of 90nm synthesised versions of the designs which show that close to an orderof- magnitude speedup over a software implementation is possible. Due to the scalable nature of the design, it is likely that any advantage can be maintained in the face of improving processor speeds. Significantly, due to the brute-force approach adopted, it is possible to eliminate an often-used software acceleration method. This means that the device can interface almost directly to a frontend modelling package, minimising much of the pre-processing required by most other proposals

    Hierarchical N-Body problem on graphics processor unit

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    Galactic simulation is an important cosmological computation, and represents a classical N-body problem suitable for implementation on vector processors. Barnes-Hut algorithm is a hierarchical N-Body method used to simulate such galactic evolution systems. Stream processing architectures expose data locality and concurrency available in multimedia applications. On the other hand, there are numerous compute-intensive scientific or engineering applications that can potentially benefit from such computational and communication models. These applications are traditionally implemented on vector processors. Stream architecture based graphics processor units (GPUs) present a novel computational alternative for efficiently implementing such high-performance applications. Rendering on a stream architecture sustains high performance, while user-programmable modules allow implementing complex algorithms efficiently. GPUs have evolved over the years, from being fixed-function pipelines to user programmable processors. In this thesis, we focus on the implementation of Barnes-Hut algorithm on typical current-generation programmable GPUs. We exploit computation and communication requirements present in Barnes-Hut algorithm to expose their suitability for user-programmable GPUs. Our implementation of the Barnes-Hut algorithm is formulated as a fragment shader targeting the selected GPU. We discuss implementation details, design issues, results, and challenges encountered in programming the fragment shader

    Parallel Embedded Computing Architectures

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    It was around the years 2003 to 2005 that a dramatic change seized the semiconductor industry and the manufactures of processors. The increasing of computing performance in processors, based on simply screwing up the clock frequency, could not longer be holded. All the years before the clock frequency could be steadily increased by improvements achieved both on technology and on architectural side. Scaling of the technology processes, leading to smaller channel lengths and shorter switching times in the devices, and measures like instruction-level-parallelism and out-of-order processing, leading to high fill rates in the processor pipelines, were the guarantors to meet Mooreâs law
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