1,395 research outputs found

    An fpga-based loco-ans implementation for lossless and near-lossless image compression using high-level synthesis

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    MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliationsIn this work, we present and evaluate a hardware architecture for the LOCO-ANS (Low Complexity Lossless Compression with Asymmetric Numeral Systems) lossless and near-lossless image compressor, which is based on JPEG-LS standard. The design is implemented in two FPGA generations, evaluating its performance for different codec configurations. The tests show that the design is capable of up to 40.5 MPixels/s and 124 MPixels/s per lane for Zynq 7020 and UltraScale+ FPGAs, respectively. Compared to the single thread LOCO-ANS software implementation running in a 1.2 GHz Raspberry Pi 3B, each hardware lane achieves 6.5 times higher throughput, even when implemented in an older and cost-optimized chip like the Zynq 7020. Results are also presented for a lossless only version, which achieves a lower footprint and approximately 50% higher performance than the version that supports both lossless and near-lossless. Interestingly, these great results were obtained applying High-Level Synthesis, describing the coder with C++ code, which tends to establish a trade-off between design time and quality of results. These results show that the algorithm is very suitable for hardware implementation. Moreover, the implemented system is faster and achieves higher compression than the best previously available near-lossless JPEG-LS hardware implementationThis research was funded in part by the Spanish Research Agency under the project AgileMon (AEI PID2019-104451RB-C21

    Unbalanced Quantized Multi-State Video Coding

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    Multi-State Video Coding (MSVC) is a multiple description scheme based on frame-wise splitting of the video sequence into two or more subsequences. Each subsequence is encoded separately to generate descriptions which can be decoded independently. Due to subsequence splitting the prediction gain decreases. but since reconstruction capabilities improves, error resilience of the system increases. Our focus is on Multi-State Video Coding with unbalanced quantized descriptions, which is particularly interesting for video streaming applications over heterogeneous networks where path diversity is used and transmission channels have varying transmission characteristics. The total bitrate is kept constant while the subsequences are quantized with different step sizes depending on the sequence as well as on the transmission conditions. Our goal is to figure out under which transmission conditions unbalanced bitstreams lead to good system performance in terms of the average reconstructed PSNR. Besides, we investigate the effects of intra-coding on the error resilience of the system and show that the sequence characteristics, and in particular the degree of motion in the sequence, have an important impact on the decoding performance. Finally, we propose a distortion model that is the core of an optimized rate allocation strategy, which is dependent on the network characteristics and status as well as on the video sequence characteristics

    High throughput image compression and decompression on GPUs

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    Diese Arbeit befasst sich mit der Entwicklung eines GPU-freundlichen, intra-only, Wavelet-basierten Videokompressionsverfahrens mit hohem Durchsatz, das für visuell verlustfreie Anwendungen optimiert ist. Ausgehend von der Beobachtung, dass der JPEG 2000 Entropie-Kodierer ein Flaschenhals ist, werden verschiedene algorithmische Änderungen vorgeschlagen und bewertet. Zunächst wird der JPEG 2000 Selective Arithmetic Coding Mode auf der GPU realisiert, wobei sich die Erhöhung des Durchsatzes hierdurch als begrenzt zeigt. Stattdessen werden zwei nicht standard-kompatible Änderungen vorgeschlagen, die (1) jede Bitebebene in nur einem einzelnen Pass verarbeiten (Single-Pass-Modus) und (2) einen echten Rohcodierungsmodus einführen, der sample-weise parallelisierbar ist und keine aufwendige Kontextmodellierung erfordert. Als nächstes wird ein alternativer Entropiekodierer aus der Literatur, der Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), evaluiert. Er gibt Signaladaptivität zu Gunsten von höherer Parallelität auf und daher wird hier untersucht und gezeigt, dass ein aus verschiedensten Testsequenzen gemitteltes statisches Wahrscheinlichkeitsmodell eine kompetitive Kompressionseffizienz erreicht. Es wird zudem eine Kombination von BPC-PaCo mit dem Single-Pass-Modus vorgeschlagen, der den Speedup gegenüber dem JPEG 2000 Entropiekodierer von 2,15x (BPC-PaCo mit zwei Pässen) auf 2,6x (BPC-PaCo mit Single-Pass-Modus) erhöht auf Kosten eines um 0,3 dB auf 1,0 dB erhöhten Spitzen-Signal-Rausch-Verhältnis (PSNR). Weiter wird ein paralleler Algorithmus zur Post-Compression Ratenkontrolle vorgestellt sowie eine parallele Codestream-Erstellung auf der GPU. Es wird weiterhin ein theoretisches Laufzeitmodell formuliert, das es durch Benchmarking von einer GPU ermöglicht die Laufzeit einer Routine auf einer anderen GPU vorherzusagen. Schließlich wird der erste JPEG XS GPU Decoder vorgestellt und evaluiert. JPEG XS wurde als Low Complexity Codec konzipiert und forderte erstmals explizit GPU-Freundlichkeit bereits im Call for Proposals. Ab Bitraten über 1 bpp ist der Decoder etwa 2x schneller im Vergleich zu JPEG 2000 und 1,5x schneller als der schnellste hier vorgestellte Entropiekodierer (BPC-PaCo mit Single-Pass-Modus). Mit einer GeForce GTX 1080 wird ein Decoder Durchsatz von rund 200 fps für eine UHD-4:4:4-Sequenz erreicht.This work investigates possibilities to create a high throughput, GPU-friendly, intra-only, Wavelet-based video compression algorithm optimized for visually lossless applications. Addressing the key observation that JPEG 2000’s entropy coder is a bottleneck and might be overly complex for a high bit rate scenario, various algorithmic alterations are proposed. First, JPEG 2000’s Selective Arithmetic Coding mode is realized on the GPU, but the gains in terms of an increased throughput are shown to be limited. Instead, two independent alterations not compliant to the standard are proposed, that (1) give up the concept of intra-bit plane truncation points and (2) introduce a true raw-coding mode that is fully parallelizable and does not require any context modeling. Next, an alternative block coder from the literature, the Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), is evaluated. Since it trades signal adaptiveness for increased parallelism, it is shown here how a stationary probability model averaged from a set of test sequences yields competitive compression efficiency. A combination of BPC-PaCo with the single-pass mode is proposed and shown to increase the speedup with respect to the original JPEG 2000 entropy coder from 2.15x (BPC-PaCo with two passes) to 2.6x (proposed BPC-PaCo with single-pass mode) at the marginal cost of increasing the PSNR penalty by 0.3 dB to at most 1 dB. Furthermore, a parallel algorithm is presented that determines the optimal code block bit stream truncation points (given an available bit rate budget) and builds the entire code stream on the GPU, reducing the amount of data that has to be transferred back into host memory to a minimum. A theoretical runtime model is formulated that allows, based on benchmarking results on one GPU, to predict the runtime of a kernel on another GPU. Lastly, the first ever JPEG XS GPU-decoder realization is presented. JPEG XS was designed to be a low complexity codec and for the first time explicitly demanded GPU-friendliness already in the call for proposals. Starting at bit rates above 1 bpp, the decoder is around 2x faster compared to the original JPEG 2000 and 1.5x faster compared to JPEG 2000 with the fastest evaluated entropy coder (BPC-PaCo with single-pass mode). With a GeForce GTX 1080, a decoding throughput of around 200 fps is achieved for a UHD 4:4:4 sequence

    Proceedings of the Second International Mobile Satellite Conference (IMSC 1990)

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    Presented here are the proceedings of the Second International Mobile Satellite Conference (IMSC), held June 17-20, 1990 in Ottawa, Canada. Topics covered include future mobile satellite communications concepts, aeronautical applications, modulation and coding, propagation and experimental systems, mobile terminal equipment, network architecture and control, regulatory and policy considerations, vehicle antennas, and speech compression

    Field-Trial of a high-budget, filterless, lambda-to-the-user, UDWDM-PON enabled by an innovative class of low-cost coherent transceivers

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    ©2017 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.We experimentally demonstrate an innovative ultradense wavelength division multiplexing (UDWDM) passive optical networks (PON) that implements the full ¿-to-the-user concept in a filterless distribution network. Key element of the proposed system is a novel class of coherent transceivers, purposely developed with a nonconventional technical approach. Indeed, they are designed and realized to avoid D/A-A/D converter stages and digital signal processing in favor of simple analog processing so that they match system, cost, and power consumption requirements of the access networks without sacrificing the overall performance. These coherent transceivers target different use case scenarios (residential, business, fixed, wireless) still keeping perfect compatibility and co-existence with legacy infrastructures installed to support gray, time division multiplexed PON systems. Moreover, the availability of coherent transceivers of different cost/performance ratios allows for deployments of different quality service grades. In this paper, we report the successful field trial of the proposed systems in a testbed where 14 UDWDM channels (and one legacy E-PON system) are transmitted simultaneously in a dark-fiber network deployed in the city of Pisa (Italy), delivering real-time and/or test traffic. The trial demonstrated filterless operations (each remote node selects individually its own UDWDM channel on a fine 6.25-GHz grid), real-time GbE transmissions (by using either fully analog or light digital signal processing), multirate transmission (1.25 and 10 Gb/s), high optical distribution network loss (18-40 dB) as well as a bidirectional channel monitoring system.Peer ReviewedPostprint (author's final draft

    Real-time scalable video coding for surveillance applications on embedded architectures

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    A low Complexity Wireless Gigabit Ethernet IFoF 60 GHz H/W Platform and Issues

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    6 pagesInternational audienceThis paper proposes a complete IFoF system architecture derived from simplified IEEE802.15.3c PHY layer proposal to successfully ensure near 1 Gbps on the air interface. The system architecture utilizes low complexity baseband processing modules. The byte/frame synchronization technique is designed to provide a high value of preamble detection probability and a very small value of the false detection probability. Conventional Reed-Solomon RS (255, 239) coding is used for Channel Forward Error Correction (FEC). Good communication link quality and Bit Error Rate (BER) results at 875 Mbps are achieved with directional antennas

    Robust P2P Live Streaming

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    Projecte fet en col.laboració amb la Fundació i2CATThe provisioning of robust real-time communication services (voice, video, etc.) or media contents through the Internet in a distributed manner is an important challenge, which will strongly influence in current and future Internet evolution. Aware of this, we are developing a project named Trilogy leaded by the i2CAT Foundation, which has as main pillar the study, development and evaluation of Peer-to-Peer (P2P) Live streaming architectures for the distribution of high-quality media contents. In this context, this work concretely covers media coding aspects and proposes the use of Multiple Description Coding (MDC) as a flexible solution for providing robust and scalable live streaming over P2P networks. This work describes current state of the art in media coding techniques and P2P streaming architectures, presents the implemented prototype as well as its simulation and validation results
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