16,326 research outputs found
Performance analysis and optimization of automotive GPUs
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Advanced Driver Assistance Systems (ADAS) and Autonomous Driving (AD) have drastically increased the performance demands of automotive systems. Suitable highperformance platforms building upon Graphic Processing Units (GPUs) have been developed to respond to this demand, being NVIDIA Jetson TX2 a relevant representative. However, whether high-performance GPU configurations are appropriate for automotive setups remains as an open question. This paper aims at providing light on this question by modelling an automotive GPU (Jetson TX2), analyzing its microarchitectural parameters against relevant benchmarks, and identifying specific configurations able to meaningfully increase performance within similar cost envelopes, or to decrease costs preserving original performance levels. Overall, our analysis opens the door to the optimization of automotive GPUs for further system efficiency.This work has been partially supported by the Spanish
Ministry of Economy and Competitiveness (MINECO) under grant TIN2015-65316-P, the European Research Council
(ERC) under the European Union’s Horizon 2020 research
and innovation programme (grant agreement No. 772773) and
the HiPEAC Network of Excellence. Pedro Benedicte and
Jaume Abella have been partially supported by the MINECO
under FPU15/01394 grant and Ramon y Cajal postdoctoral fellowship number RYC-2013-14717 respectively and Leonidas
Kosmidis under Juan de la Cierva-Formacin postdoctoral fellowship (FJCI-2017-34095).Peer ReviewedPostprint (author's final draft
Biopsym : a learning environment for transrectal ultrasound guided prostate biopsies
This paper describes a learning environment for image-guided prostate
biopsies in cancer diagnosis; it is based on an ultrasound probe simulator
virtually exploring real datasets obtained from patients. The aim is to make
the training of young physicians easier and faster with a tool that combines
lectures, biopsy simulations and recommended exercises to master this medical
gesture. It will particularly help acquiring the three-dimensional
representation of the prostate needed for practicing biopsy sequences. The
simulator uses a haptic feedback to compute the position of the virtual probe
from three-dimensional (3D) ultrasound recorded data. This paper presents the
current version of this learning environment
Combining goal-oriented and model-driven approaches to solve the Payment Problem Scenario
Motivated by the objective to provide an improved participation of business domain experts in the design of service-oriented integration solutions, we extend our previous work on using the COSMO methodology for service mediation by introducing a goal-oriented approach to requirements engineering. With this approach, business requirements including the motivations behind the mediation solution are better understood, specified, and aligned with their technical implementations. We use the Payment Problem Scenario of the SWS Challenge to illustrate the extension
Distributed Hybrid Simulation of the Internet of Things and Smart Territories
This paper deals with the use of hybrid simulation to build and compose
heterogeneous simulation scenarios that can be proficiently exploited to model
and represent the Internet of Things (IoT). Hybrid simulation is a methodology
that combines multiple modalities of modeling/simulation. Complex scenarios are
decomposed into simpler ones, each one being simulated through a specific
simulation strategy. All these simulation building blocks are then synchronized
and coordinated. This simulation methodology is an ideal one to represent IoT
setups, which are usually very demanding, due to the heterogeneity of possible
scenarios arising from the massive deployment of an enormous amount of sensors
and devices. We present a use case concerned with the distributed simulation of
smart territories, a novel view of decentralized geographical spaces that,
thanks to the use of IoT, builds ICT services to manage resources in a way that
is sustainable and not harmful to the environment. Three different simulation
models are combined together, namely, an adaptive agent-based parallel and
distributed simulator, an OMNeT++ based discrete event simulator and a
script-language simulator based on MATLAB. Results from a performance analysis
confirm the viability of using hybrid simulation to model complex IoT
scenarios.Comment: arXiv admin note: substantial text overlap with arXiv:1605.0487
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians. Curriculum and InstructionCurriculum and Instructio
Spacecraft attitude control using a smart control system
Traditionally, spacecraft attitude control has been implemented using control loops written in native code for a space hardened processor. The Naval Research Lab has taken this approach during the development of the Attitude Control Electronics (ACE) package. After the system was developed and delivered, NRL decided to explore alternate technologies to accomplish this same task more efficiently. The approach taken by NRL was to implement the ACE control loops using systems technologies. The purpose of this effort was to: (1) research capabilities required of an expert system in processing a classic closed-loop control algorithm; (2) research the development environment required to design and test an embedded expert systems environment; (3) research the complexity of design and development of expert systems versus a conventional approach; and (4) test the resulting systems against the flight acceptance test software for both response and accuracy. Two expert systems were selected to implement the control loops. Criteria used for the selection of the expert systems included that they had to run in both embedded systems and ground based environments. Using two different expert systems allowed a comparison of the real-time capabilities, inferencing capabilities, and the ground-based development environment. The two expert systems chosen for the evaluation were Spacecraft Command Language (SCL), and NEXTPERT Object. SCL is a smart control system produced for the NRL by Interface and Control Systems (ICS). SCL was developed to be used for real-time command, control, and monitoring of a new generation of spacecraft. NEXPERT Object is a commercially available product developed by Neuron Data. Results of the effort were evaluated using the ACE test bed. The ACE test bed had been developed and used to test the original flight hardware and software using simulators and flight-like interfaces. The test bed was used for testing the expert systems in a 'near-flight' environment. The technical approach, the system architecture, the development environments, knowledge base development, and results of this effort are detailed
U.S. Coast Guard Boat Recovery Simulation at NASA Ames Vertical Motion Simulator
The Boat Recovery Simulation was a collaboration between the U.S. Coast Guard and NASA. The experiment was conducted at the NASA Ames Vertical Motion Simulator (VMS). The goals were to (1) design a VMS experiment that can accurately simulate the motion of high sea conditions and to (2) collect data for the U.S. Coast Guard on human performance related to small boat recovery operations. The experiment setup included a software operation model designed around empirical boat position data; a replica boat section manufactured to incorporate real-world task elements; and the means to collect objective and subjective data from human participants. The VMS provided a viable testbed to assess certified U.S. Coast Guard crewmembers task performance while in motion
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