83 research outputs found

    Real-Time Dense Stereo Matching With ELAS on FPGA Accelerated Embedded Devices

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    For many applications in low-power real-time robotics, stereo cameras are the sensors of choice for depth perception as they are typically cheaper and more versatile than their active counterparts. Their biggest drawback, however, is that they do not directly sense depth maps; instead, these must be estimated through data-intensive processes. Therefore, appropriate algorithm selection plays an important role in achieving the desired performance characteristics. Motivated by applications in space and mobile robotics, we implement and evaluate a FPGA-accelerated adaptation of the ELAS algorithm. Despite offering one of the best trade-offs between efficiency and accuracy, ELAS has only been shown to run at 1.5-3 fps on a high-end CPU. Our system preserves all intriguing properties of the original algorithm, such as the slanted plane priors, but can achieve a frame rate of 47fps whilst consuming under 4W of power. Unlike previous FPGA based designs, we take advantage of both components on the CPU/FPGA System-on-Chip to showcase the strategy necessary to accelerate more complex and computationally diverse algorithms for such low power, real-time systems.Comment: 8 pages, 7 figures, 2 table

    On Design and Optimization of Convolutional Neural Network for Embedded Systems

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    This work presents the research on optimizing neural networks and deploying them for real-time practical applications. We analyze different optimization methods, namely binarization, separable convolution and pruning. We implement each method for the application of vehicle classification and we empirically evaluate and analyze the results. The objective is to make large neural networks suitable for real-time applications by reducing the computation requirements through these optimization approaches. The data set is of vehicles from 4 classes of vehicle types, and a convolutional model was used to solve the problem initially. Our results show that these optimization methods offer many performance benefits in this application in terms of reduced execution time (by up to 5 ×), reduced model storage requirements, with out largely impacting accuracy, making them a suitable tool for use in streamlining heavy neural networks to be used on resource-constrained envrionments. The platforms used in the research are a desktop platform, and two embedded platforms

    Accelerating advanced preconditioning methods on hybrid architectures

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    Un gran número de problemas, en diversas áreas de la ciencia y la ingeniería, involucran la solución de sistemas dispersos de ecuaciones lineales de gran escala. En muchos de estos escenarios, son además un cuello de botella desde el punto de vista computacional, y por esa razón, su implementación eficiente ha motivado una cantidad enorme de trabajos científicos. Por muchos años, los métodos directos basados en el proceso de la Eliminación Gaussiana han sido la herramienta de referencia para resolver dichos sistemas, pero la dimensión de los problemas abordados actualmente impone serios desafíos a la mayoría de estos algoritmos, considerando sus requerimientos de memoria, su tiempo de cómputo y la complejidad de su implementación. Propulsados por los avances en las técnicas de precondicionado, los métodos iterativos se han vuelto más confiables, y por lo tanto emergen como alternativas a los métodos directos, ofreciendo soluciones de alta calidad a un menor costo computacional. Sin embargo, estos avances muchas veces son relativos a un problema específico, o dotan a los precondicionadores de una complejidad tal, que su aplicación en diversos problemas se vuelve poco práctica en términos de tiempo de ejecución y consumo de memoria. Como respuesta a esta situación, es común la utilización de estrategias de Computación de Alto Desempeño, ya que el desarrollo sostenido de las plataformas de hardware permite la ejecución simultánea de cada vez más operaciones. Un claro ejemplo de esta evolución son las plataformas compuestas por procesadores multi-núcleo y aceleradoras de hardware como las Unidades de Procesamiento Gráfico (GPU). Particularmente, las GPU se han convertido en poderosos procesadores paralelos, capaces de integrar miles de núcleos a precios y consumo energético razonables.Por estas razones, las GPU son ahora una plataforma de hardware de gran importancia para la ciencia y la ingeniería, y su uso eficiente es crucial para alcanzar un buen desempeño en la mayoría de las aplicaciones. Esta tesis se centra en el uso de GPUs para acelerar la solución de sistemas dispersos de ecuaciones lineales usando métodos iterativos precondicionados con técnicas modernas. En particular, se trabaja sobre ILUPACK, que ofrece implementaciones de los métodos iterativos más importantes, y presenta un interesante y moderno precondicionador de tipo ILU multinivel. En este trabajo, se desarrollan versiones del precondicionador y de los métodos incluidos en el paquete, capaces de explotar el paralelismo de datos mediante el uso de GPUs sin afectar las propiedades numéricas del precondicionador. Además, se habilita y analiza el uso de las GPU en versiones paralelas existentes, basadas en paralelismo de tareas para plataformas de memoria compartida y distribuida. Los resultados obtenidos muestran una sensible mejora en el tiempo de ejecución de los métodos abordados, así como la posibilidad de resolver problemas de gran escala de forma eficiente

    A Real-Time Predictive Vehicular Collision Avoidance System on an Embedded General-Purpose GPU

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    Collision avoidance is an essential capability for autonomous and assisted-driving ground vehicles. In this work, we developed a novel model predictive control based intelligent collision avoidance (CA) algorithm for a multi-trailer industrial ground vehicle implemented on a General Purpose Graphical Processing Unit (GPGPU). The CA problem is formulated as a multi-objective optimal control problem and solved using a limited look-ahead control scheme in real-time. Through hardware-in-the-loop-simulations and experimental results obtained in this work, we have demonstrated that the proposed algorithm, using NVIDA’s CUDA framework and the NVIDIA Jetson TX2 development platform, is capable of dynamically assisting drivers and maintaining the vehicle a safe distance from the detected obstacles on-thely. We have demonstrated that a GPGPU, paired with an appropriate algorithm, can be the key enabler in relieving the computational burden that is commonly associated with model-based control problems and thus make them suitable for real-time applications

    Deep learning in edge: evaluation of models and frameworks in ARM architecture

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    The boom and popularization of edge devices have molded its market due to stiff compe tition that provides better functionalities at low energy costs. The ARM architecture has been unanimously unopposed in the huge market segment of smartphones and still makes a presence beyond that: in drones, surveillance systems, cars, and robots. Also, it has been used successfully for the development of solutions for chains that supply food, fuel, and other services. Up until recently, ARM did not show much promise for high-level compu tation, i.e., thanks to its limited RISC instruction set, it was considered power efficient but weak in performance compared to x86 architecture. However, most recent advancements in ARM architecture pivoted that inflection point up thanks to the introduction of embed ded GPUs with DMA into LPDDR memory boards. Since this development in boards such as NVIDIA TK1, NVIDIA Jetson TX1, and NVIDIA TX2, perhaps it finally be came feasible to study and perform more challenging parallel and distributed workloads directly on a RISC-based architecture. On the other hand, the novelty of this technology poses a fundamental question of whether these boards are gaining a meaningful ratio be tween processing power and power consumption over conventional architectures or if they are bound to have reached their limitations. This work explores the Parallel Processing of Deep Learning on embedded GPUs of NVIDIA Jetson TX2 to evaluate the question above comprehensively. Thus, it uses 4 ARM boards, with 2 Deep Learning frameworks, 7 CNN models, and one medium-sized dataset combined into six board settings to con duct experiments. The experiments were conducted under similar environments, all built from the source. Altogether, the experiments ran for a total of 4,804 hours and revealed a slight advantage for MxNet on GPU-reliant training and a PyTorch overall advantage in total execution time and power, but especially for CPU-only executions. The experi ments also showed that the NVIDIA Jetson TX2 already makes feasible some complex workloads directly on its SoC

    Reducing redundancy of real time computer graphics in mobile systems

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    The goal of this thesis is to propose novel and effective techniques to eliminate redundant computations that waste energy and are performed in real-time computer graphics applications, with special focus on mobile GPU micro-architecture. Improving the energy-efficiency of CPU/GPU systems is not only key to enlarge their battery life, but also allows to increase their performance because, to avoid overheating above thermal limits, SoCs tend to be throttled when the load is high for a large period of time. Prior studies pointed out that the CPU and especially the GPU are the principal energy consumers in the graphics subsystem, being the off-chip main memory accesses and the processors inside the GPU the primary energy consumers of the graphics subsystem. First, we focus on reducing redundant fragment processing computations by means of improving the culling of hidden surfaces. During real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image. When the GPU realizes that an object or part of it is not going to be visible, all activity required to compute its color and store it has already been performed. We propose a novel architectural technique for mobile GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware to maximize the culling effectiveness of the GPU and minimize overshading, hence reducing execution time and energy consumption. VRO exploits the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence) to provide the feeling of smooth transition. VRO keeps visibility information of a frame, and uses it to reorder the objects of the following frame. VRO just requires adding a small hardware to capture the visibility information and use it later to guide the rendering of the following frame. Moreover, VRO works in parallel with the graphics pipeline, so negligible performance overheads are incurred. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27% speed-up and 14.8% energy reduction on average. Then, we focus on avoiding redundant computations related to CPU Collision Detection (CD). Graphics applications such as 3D games represent a large percentage of downloaded applications for mobile devices and the trend is towards more complex and realistic scenes with accurate 3D physics simulations. CD is one of the most important algorithms in any physics kernel since it identifies the contact points between the objects of a scene and determines when they collide. However, real-time accurate CD is very expensive in terms of energy consumption. We propose Render Based Collision Detection (RBCD), a novel energy-efficient high-fidelity CD scheme that leverages some intermediate results of the rendering pipeline to perform CD, so that redundant tasks are done just once. Comparing RBCD with a conventional CD completely executed in the CPU, we show that its execution time is reduced by almost three orders of magnitude (600x speedup), because most of the CD task of our model comes for free by reusing the image rendering intermediate results. Although not necessarily, such a dramatic time improvement may result in better frames per second if physics simulation stays in the critical path. However, the most important advantage of our technique is the enormous energy savings that result from eliminating a long and costly CPU computation and converting it into a few simple operations executed by a specialized hardware within the GPU. Our results show that the energy consumed by CD is reduced on average by a factor of 448x (i.e., by 99.8\%). These dramatic benefits are accompanied by a higher fidelity CD analysis (i.e., with finer granularity), which improves the quality and realism of the application.El objetivo de esta tesis es proponer técnicas efectivas y originales para eliminar computaciones inútiles que aparecen en aplicaciones gráficas, con especial énfasis en micro-arquitectura de GPUs. Mejorar la eficiencia energética de los sistemas CPU/GPU no es solo clave para alargar la vida de la batería, sino también incrementar su rendimiento. Estudios previos han apuntado que la CPU y especialmente la GPU son los principales consumidores de energía en el sub-sistema gráfico, siendo los accesos a memoria off-chip y los procesadores dentro de la GPU los principales consumidores de energía del sub-sistema gráfico. Primero, nos hemos centrado en reducir computaciones redundantes de la fase de fragment processing mediante la mejora en la eliminación de superficies ocultas. Durante el renderizado de gráficos en tiempo real, los objetos son procesados por la GPU en el orden en el que son enviados por la CPU, y las superficies ocultas son a menudo procesadas incluso si no no acaban formando parte de la imagen final. Cuando la GPU averigua que el objeto o parte de él no es visible, toda la actividad requerida para computar su color y guardarlo ha sido realizada. Proponemos una técnica arquitectónica original para GPUs móviles, Visibility Rendering Order (VRO), la cual reordena los objetos de delante hacia atrás por completo en hardware para maximizar la efectividad del culling de la GPU y así minimizar el overshading, y por lo tanto reducir el tiempo de ejecución y el consumo de energía. VRO explota el hecho de que los objetos de las aplicaciones gráficas animadas tienden a mantener su orden relativo en profundidad a través de frames consecutivos (coherencia temporal) para proveer animaciones con transiciones suaves. Dado que las relaciones de orden en profundidad entre objetos son testeadas en la GPU, VRO introduce costes mínimos en energía. Solo requiere añadir una pequeña unidad hardware para capturar la información de visibilidad. Además, VRO trabaja en paralelo con el pipeline gráfico, por lo que introduce costes insignificantes en tiempo. Ilustramos los beneficios de VRO usango varias aplicaciones 3D comerciales para las cuales VRO consigue un 27% de speed-up y un 14.8% de reducción de energía en media. En segundo lugar, evitamos computaciones redundantes relacionadas con la Detección de Colisiones (CD) en la CPU. Las aplicaciones gráficas animadas como los juegos 3D representan un alto porcentaje de las aplicaciones descargadas en dispositivos móviles y la tendencia es hacia escenas más complejas y realistas con simulaciones físicas 3D precisas. La CD es uno de los algoritmos más importantes entre los kernel de físicas dado que identifica los puntos de contacto entre los objetos de una escena. Sin embargo, una CD en tiempo real y precisa es muy costosa en términos de consumo energético. Proponemos Render Based Collision Detection (RBCD), una técnica energéticamente eficiente y preciso de CD que utiliza resultados intermedios del rendering pipeline para realizar la CD. Comparando RBCD con una CD convencional completamente ejecutada en la CPU, mostramos que el tiempo de ejecución es reducido casi tres órdenes de magnitud (600x speedup), porque la mayoría de la CD de nuestro modelo reusa resultados intermedios del renderizado de la imagen. Aunque no es así necesariamente, esta espectacular en tiempo puede resultar en mejores frames por segundo si la simulación de físicas está en el camino crítico. Sin embargo, la ventaja más importante de nuestra técnica es el enorme ahorro de energía que resulta de eliminar las largas y costosas computaciones en la CPU, sustituyéndolas por unas pocas operaciones ejecutadas en un hardware especializado dentro de la GPU. Nuestros resultados muestran que la energía consumida por la CD es reducidad en media por un factor de 448x. Estos dramáticos beneficios vienen acompañados de una mayor fidelidad en la CD (i.e. con granularidad más fina)Postprint (published version
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