32 research outputs found

    On the design of fast and efficient wavelet image coders with reduced memory usage

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    Image compression is of great importance in multimedia systems and applications because it drastically reduces bandwidth requirements for transmission and memory requirements for storage. Although earlier standards for image compression were based on the Discrete Cosine Transform (DCT), a recently developed mathematical technique, called Discrete Wavelet Transform (DWT), has been found to be more efficient for image coding. Despite improvements in compression efficiency, wavelet image coders significantly increase memory usage and complexity when compared with DCT-based coders. A major reason for the high memory requirements is that the usual algorithm to compute the wavelet transform requires the entire image to be in memory. Although some proposals reduce the memory usage, they present problems that hinder their implementation. In addition, some wavelet image coders, like SPIHT (which has become a benchmark for wavelet coding), always need to hold the entire image in memory. Regarding the complexity of the coders, SPIHT can be considered quite complex because it performs bit-plane coding with multiple image scans. The wavelet-based JPEG 2000 standard is still more complex because it improves coding efficiency through time-consuming methods, such as an iterative optimization algorithm based on the Lagrange multiplier method, and high-order context modeling. In this thesis, we aim to reduce memory usage and complexity in wavelet-based image coding, while preserving compression efficiency. To this end, a run-length encoder and a tree-based wavelet encoder are proposed. In addition, a new algorithm to efficiently compute the wavelet transform is presented. This algorithm achieves low memory consumption using line-by-line processing, and it employs recursion to automatically place the order in which the wavelet transform is computed, solving some synchronization problems that have not been tackled by previous proposals. The proposed encodeOliver Gil, JS. (2006). On the design of fast and efficient wavelet image coders with reduced memory usage [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/1826Palanci

    Novi algoritam za kompresiju seizmičkih podataka velike amplitudske rezolucije

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    Renewable sources cannot meet energy demand of a growing global market. Therefore, it is expected that oil & gas will remain a substantial sources of energy in a coming years. To find a new oil & gas deposits that would satisfy growing global energy demands, significant efforts are constantly involved in finding ways to increase efficiency of a seismic surveys. It is commonly considered that, in an initial phase of exploration and production of a new fields, high-resolution and high-quality images of the subsurface are of the great importance. As one part in the seismic data processing chain, efficient managing and delivering of a large data sets, that are vastly produced by the industry during seismic surveys, becomes extremely important in order to facilitate further seismic data processing and interpretation. In this respect, efficiency to a large extent relies on the efficiency of the compression scheme, which is often required to enable faster transfer and access to data, as well as efficient data storage. Motivated by the superior performance of High Efficiency Video Coding (HEVC), and driven by the rapid growth in data volume produced by seismic surveys, this work explores a 32 bits per pixel (b/p) extension of the HEVC codec for compression of seismic data. It is proposed to reassemble seismic slices in a format that corresponds to video signal and benefit from the coding gain achieved by HEVC inter mode, besides the possible advantages of the (still image) HEVC intra mode. To this end, this work modifies almost all components of the original HEVC codec to cater for high bit-depth coding of seismic data: Lagrange multiplier used in optimization of the coding parameters has been adapted to the new data statistics, core transform and quantization have been reimplemented to handle the increased bit-depth range, and modified adaptive binary arithmetic coder has been employed for efficient entropy coding. In addition, optimized block selection, reduced intra prediction modes, and flexible motion estimation are tested to adapt to the structure of seismic data. Even though the new codec after implementation of the proposed modifications goes beyond the standardized HEVC, it still maintains a generic HEVC structure, and it is developed under the general HEVC framework. There is no similar work in the field of the seismic data compression that uses the HEVC as a base codec setting. Thus, a specific codec design has been tailored which, when compared to the JPEG-XR and commercial wavelet-based codec, significantly improves the peak-signal-tonoise- ratio (PSNR) vs. compression ratio performance for 32 b/p seismic data. Depending on a proposed configurations, PSNR gain goes from 3.39 dB up to 9.48 dB. Also, relying on the specific characteristics of seismic data, an optimized encoder is proposed in this work. It reduces encoding time by 67.17% for All-I configuration on trace image dataset, and 67.39% for All-I, 97.96% for P2-configuration and 98.64% for B-configuration on 3D wavefield dataset, with negligible coding performance losses. As a side contribution of this work, HEVC is analyzed within all of its functional units, so that the presented work itself can serve as a specific overview of methods incorporated into the standard

    A flexible hardware architecture for 2-D discrete wavelet transform: design and FPGA implementation

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    The Discrete Wavelet Transform (DWT) is a powerful signal processing tool that has recently gained widespread acceptance in the field of digital image processing. The multiresolution analysis provided by the DWT addresses the shortcomings of the Fourier Transform and its derivatives. The DWT has proven useful in the area of image compression where it replaces the Discrete Cosine Transform (DCT) in new JPEG2000 and MPEG4 image and video compression standards. The Cohen-Daubechies-Feauveau (CDF) 5/3 and CDF 9/7 DWTs are used for reversible lossless and irreversible lossy compression encoders in the JPEG2000 standard respectively. The design and implementation of a flexible hardware architecture for the 2-D DWT is presented in this thesis. This architecture can be configured to perform both the forward and inverse DWT for any DWTfamily, using fixed-point arithmetic and no auxiliary memory. The Lifting Scheme method is used to perform the DWT instead of the less efficient convolution-based methods. The DWT core is modeled using MATLAB and highly parameterized VHDL. The VHDL model is synthesized to a Xilinx FPGA to prove hardware functionality. The CDF 5/3 and CDF 9/7 versions of the DWT are both modeled and used as comparisons throughout this thesis. The DWT core is used in conjunction with a very simple image denoising module to demonstrate the potential of the DWT core to perform image processing techniques. The CDF 5/3 hardware produces identical results to its theoretical MATLAB model. The fixed point CDF 9/7 deviates very slightly from its floating-point MATLAB model with a ~59dB PSNR deviation for nine levels of DWT decomposition. The execution time for performing both DWTs is nearly identical at -14 clock cycles per image pixel for one level of DWT decomposition. The hardware area generated for the CDF 5/3 is -16,000 gates using only 5% of the Xilinx FPGA hardware area, 2.185 MHz maximum clock speed and 24 mW power consumption. The simple wavelet image denoising techniques resulted in cleaned images up to -27 PSNR

    Remote Sensing Data Compression

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    A huge amount of data is acquired nowadays by different remote sensing systems installed on satellites, aircrafts, and UAV. The acquired data then have to be transferred to image processing centres, stored and/or delivered to customers. In restricted scenarios, data compression is strongly desired or necessary. A wide diversity of coding methods can be used, depending on the requirements and their priority. In addition, the types and properties of images differ a lot, thus, practical implementation aspects have to be taken into account. The Special Issue paper collection taken as basis of this book touches on all of the aforementioned items to some degree, giving the reader an opportunity to learn about recent developments and research directions in the field of image compression. In particular, lossless and near-lossless compression of multi- and hyperspectral images still remains current, since such images constitute data arrays that are of extremely large size with rich information that can be retrieved from them for various applications. Another important aspect is the impact of lossless compression on image classification and segmentation, where a reasonable compromise between the characteristics of compression and the final tasks of data processing has to be achieved. The problems of data transition from UAV-based acquisition platforms, as well as the use of FPGA and neural networks, have become very important. Finally, attempts to apply compressive sensing approaches in remote sensing image processing with positive outcomes are observed. We hope that readers will find our book useful and interestin

    Energy-precision tradeoffs in the graphics pipeline

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    The energy consumption of a graphics processing unit (GPU) is an important factor in its design, whether for a server, desktop, or mobile device. Mobile products, such as smart phones, tablets, and laptop computers, rely on batteries to function; the less the demand for power is on these batteries, the longer they will last before needing to be recharged. GPUs used in servers and desktops, while not dependent on a battery for operation, are still limited by the efficiency of power supplies and heat dissipation techniques. In this dissertation, I propose to lower the energy consumption of GPUs by reducing the precision of floating-point arithmetic in the graphics pipeline and the data sent and stored on- and off-chip. The key idea behind this work is twofold: energy can be saved through a systematic and targeted reduction in the number of bits 1) computed and 2) communicated. Reducing the number of bits computed will necessarily reduce either the precision or range of a floating point number. I focus on saving energy by way of reducing precision, which can exploit the over-provisioning of bits in many stages of the graphics pipeline. Reducing the number of bits communicated takes several forms. First, I propose enhancements to existing compression schemes for off-chip buffers to save bandwidth. I also suggest a simple extension that exploits unused bits in reduced-precision data undergoing compression. Finally, I present techniques for saving energy in on-chip communication of reduced-precision data. By designing and simulating variable-precision arithmetic circuits with promising energy versus precision characteristics and tradeoffs, I have developed an energy model for GPUs. Using this model and my techniques, I have shown that significant savings (up to 70% in computation in the vertex and pixel shader stages) are possible by reducing the precision of the arithmetic. Further, my compression approaches have enabled improvements of 1.26x over past work, and a general-purpose compressor design has achieved bandwidth savings of 34%, 87%, and 65% for color, depth, and geometry data, respectively, which is competitive with past work. Lastly, an initial exploration in signal gating unused lines in on-chip buses has suggested savings of 13-48% for the tested applications' traffic from a multiprocessor's register file to its L1 cache

    Hierarchical Variance Reduction Techniques for Monte Carlo Rendering

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    Ever since the first three-dimensional computer graphics appeared half a century ago, the goal has been to model and simulate how light interacts with materials and objects to form an image. The ultimate goal is photorealistic rendering, where the created images reach a level of accuracy that makes them indistinguishable from photographs of the real world. There are many applications ñ visualization of products and architectural designs yet to be built, special effects, computer-generated films, virtual reality, and video games, to name a few. However, the problem has proven tremendously complex; the illumination at any point is described by a recursive integral to which a closed-form solution seldom exists. Instead, computer simulation and Monte Carlo methods are commonly used to statistically estimate the result. This introduces undesirable noise, or variance, and a large body of research has been devoted to finding ways to reduce the variance. I continue along this line of research, and present several novel techniques for variance reduction in Monte Carlo rendering, as well as a few related tools. The research in this dissertation focuses on using importance sampling to pick a small set of well-distributed point samples. As the primary contribution, I have developed the first methods to explicitly draw samples from the product of distant high-frequency lighting and complex reflectance functions. By sampling the product, low noise results can be achieved using a very small number of samples, which is important to minimize the rendering times. Several different hierarchical representations are explored to allow efficient product sampling. In the first publication, the key idea is to work in a compressed wavelet basis, which allows fast evaluation of the product. Many of the initial restrictions of this technique were removed in follow-up work, allowing higher-resolution uncompressed lighting and avoiding precomputation of reflectance functions. My second main contribution is to present one of the first techniques to take the triple product of lighting, visibility and reflectance into account to further reduce the variance in Monte Carlo rendering. For this purpose, control variates are combined with importance sampling to solve the problem in a novel way. A large part of the technique also focuses on analysis and approximation of the visibility function. To further refine the above techniques, several useful tools are introduced. These include a fast, low-distortion map to represent (hemi)spherical functions, a method to create high-quality quasi-random points, and an optimizing compiler for analyzing shaders using interval arithmetic. The latter automatically extracts bounds for importance sampling of arbitrary shaders, as opposed to using a priori known reflectance functions. In summary, the work presented here takes the field of computer graphics one step further towards making photorealistic rendering practical for a wide range of uses. By introducing several novel Monte Carlo methods, more sophisticated lighting and materials can be used without increasing the computation times. The research is aimed at domain-specific solutions to the rendering problem, but I believe that much of the new theory is applicable in other parts of computer graphics, as well as in other fields

    Depth-Map Image Compression Based on Region and Contour Modeling

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    In this thesis, the problem of depth-map image compression is treated. The compilation of articles included in the thesis provides methodological contributions in the fields of lossless and lossy compression of depth-map images.The first group of methods addresses the lossless compression problem. The introduced methods are using the approach of representing the depth-map image in terms of regions and contours. In the depth-map image, a segmentation defines the regions, by grouping pixels having similar properties, and separates them using (region) contours. The depth-map image is encoded by the contours and the auxiliary information needed to reconstruct the depth values in each region.One way of encoding the contours is to describe them using two matrices of horizontal and vertical contour edges. The matrices are encoded using template context coding where each context tree is optimally pruned. In certain contexts, the contour edges are found deterministically using only the currently available information. Another way of encoding the contours is to describe them as a sequence of contour segments. Each such segment is defined by an anchor (starting) point and a string of contour edges, equivalent to a string of chain-code symbols. Here we propose efficient ways to select and encode the anchor points and to generate contour segments by using a contour crossing point analysis and by imposing rules that help in minimizing the number of anchor points.The regions are reconstructed at the decoder using predictive coding or the piecewise constant model representation. In the first approach, the large constant regions are found and one depth value is encoded for each such region. For the rest of the image, suitable regions are generated by constraining the local variation of the depth level from one pixel to another. The nonlinear predictors selected specifically for each region are combining the results of several linear predictors, each fitting optimally a subset of pixels belonging to the local neighborhood. In the second approach, the depth value of a given region is encoded using the depth values of the neighboring regions already encoded. The natural smoothness of the depth variation and the mutual exclusiveness of the values in neighboring regions are exploited to efficiently predict and encode the current region's depth value.The second group of methods is studying the lossy compression problem. In a first contribution, different segmentations are generated by varying the threshold for the depth local variability. A lossy depth-map image is obtained for each segmentation and is encoded based on predictive coding, quantization and context tree coding. In another contribution, the lossy versions of one image are created either by successively merging the constant regions of the original image, or by iteratively splitting the regions of a template image using horizontal or vertical line segments. Merging and splitting decisions are greedily taken, according to the best slope towards the next point in the rate-distortion curve. An entropy coding algorithm is used to encode each image.We propose also a progressive coding method for coding the sequence of lossy versions of a depth-map image. The bitstream is encoded so that any lossy version of the original image is generated, starting from a very low resolution up to lossless reconstruction. The partitions of the lossy versions into regions are assumed to be nested so that a higher resolution image is obtained by splitting some regions of a lower resolution image. A current image in the sequence is encoded using the a priori information from a previously encoded image: the anchor points are encoded relative to the already encoded contour points; the depth information of the newly resulting regions is recovered using the depth value of the parent region.As a final contribution, the dissertation includes a study of the parameterization of planar models. The quantized heights at three-pixel locations are used to compute the optimal plane for each region. The three-pixel locations are selected so that the distortion due to the approximation of the plane over the region is minimized. The planar model and the piecewise constant model are competing in the merging process, where the two regions to be merged are those ensuring the optimal slope in the rate-distortion curve

    The 1995 Science Information Management and Data Compression Workshop

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    This document is the proceedings from the 'Science Information Management and Data Compression Workshop,' which was held on October 26-27, 1995, at the NASA Goddard Space Flight Center, Greenbelt, Maryland. The Workshop explored promising computational approaches for handling the collection, ingestion, archival, and retrieval of large quantities of data in future Earth and space science missions. It consisted of fourteen presentations covering a range of information management and data compression approaches that are being or have been integrated into actual or prototypical Earth or space science data information systems, or that hold promise for such an application. The Workshop was organized by James C. Tilton and Robert F. Cromp of the NASA Goddard Space Flight Center

    Efficient rendering of large 3-D and 4-D scalar fields

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    Rendering volumetric data, as a compute/communication intensive and highly parallel application, represents the characteristics of future workloads for desktop computers. Interactively rendering volumetric data has been a challenging problem due to its high computational and communication requirements. With the consistent trend toward high resolution data, it has remained a difficult problem despite the continuous increase in processing power, because of the increasing performance gap between computation and communication. On the other hand, the new multi-core architecture trend in computational units in PC, which can be characterized by parallelism and heterogeneity, provides both opportunities and challenges. While the new on-chip parallel architectures offer opportunities for extremely high performance, widespread use of those parallel processors requires extensive changes in previous algorithms to take advantage of the new architectures. In this dissertation, we develop new methods and techniques to support interactive rendering of large volumetric data. In particular, we present a novel method to layout data on disk for efficiently performing an out-of-core axis-aligned slicing of large multidimensional scalar fields. We also present a new method to efficiently build an out-of-core indexing structure for n-dimensional volumetric data. Then, we describe a streaming model for efficiently implementing volume ray casting on a heterogeneous compute resource environment. We describe how we implement the model on SONY/TOSHIBA/IBM Cell Broadband Engine and on NVIDIA CUDA architecture. Our results show that our out-of-core techniques significantly reduce the communication bandwidth requirements and that our streaming model very effectively makes use of the strengths of those heterogeneous parallel compute resource environment for volume rendering. In all cases, we achieve scalability and load balancing, while hiding memory latency
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