129 research outputs found
Sample-Parallel Execution of EBCOT in Fast Mode
JPEG 2000’s most computationally expensive building
block is the Embedded Block Coder with Optimized Truncation
(EBCOT). This paper evaluates how encoders targeting a parallel
architecture such as a GPU can increase their throughput in use
cases where very high data rates are used. The compression
efficiency in the less significant bit-planes is then often poor and
it is beneficial to enable the Selective Arithmetic Coding Bypass
style (fast mode) in order to trade a small loss in compression
efficiency for a reduction of the computational complexity. More
importantly, this style exposes a more finely grained parallelism
that can be exploited to execute the raw coding passes, including
bit-stuffing, in a sample-parallel fashion. For a latency- or
memory critical application that encodes one frame at a time,
EBCOT’s tier-1 is sped up between 1.1x and 2.4x compared to an
optimized GPU-based implementation. When a low GPU
occupancy has already been addressed by encoding multiple
frames in parallel, the throughput can still be improved by 5%
for high-entropy images and 27% for low-entropy images. Best
results are obtained when enabling the fast mode after the fourth
significant bit-plane. For most of the test images the compression
rate is within 1% of the original
High throughput image compression and decompression on GPUs
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
Evaluation of GPU/CPU Co-Processing Models for JPEG 2000 Packetization
With the bottom-line goal of increasing the
throughput of a GPU-accelerated JPEG 2000 encoder, this paper
evaluates whether the post-compression rate control and
packetization routines should be carried out on the CPU or on
the GPU. Three co-processing models that differ in how the
workload is split among the CPU and GPU are introduced. Both
routines are discussed and algorithms for executing them in
parallel are presented. Experimental results for compressing a
detail-rich UHD sequence to 4 bits/sample indicate speed-ups of
200x for the rate control and 100x for the packetization
compared to the single-threaded implementation in the
commercial Kakadu library. These two routines executed on the
CPU take 4x as long as all remaining coding steps on the GPU
and therefore present a bottleneck. Even if the CPU bottleneck
could be avoided with multi-threading, it is still beneficial to
execute all coding steps on the GPU as this minimizes the
required device-to-host transfer and thereby speeds up the
critical path from 17.2 fps to 19.5 fps for 4 bits/sample and to
22.4 fps for 0.16 bits/sample
Perceptual Zero-Tree Coding with Efficient Optimization for Embedded Platforms
This study proposes a block-edge-based perceptual zero-tree coding (PZTC) method, which is implemented with efficientoptimization on the embedded platform. PZTC combines two novel compression concepts for coding efficiency and quality:block-edge detection (BED) and the low-complexity and low-memory entropy coder (LLEC). The proposed PZTC wasimplemented as a fixed-point version and optimized on the DSP-based platform based on both the presented platformindependentand platform-dependent optimization technologies. For platform-dependent optimization, this study examinesthe fixed-point PZTC and analyzes the complexity to optimize PZTC toward achieving an optimal coding efficiency.Furthermore, hardware-based platform-dependent optimizations are presented to reduce the memory size. Theperformance, such as compression quality and efficiency, is validated by experimental results
Accelerating BPC-PaCo through visually lossless techniques
Fast image codecs are a current need in applications that deal with large amounts of images. Graphics Processing Units (GPUs) are suitable processors to speed up most kinds of algorithms, especially when they allow fine-grain parallelism. Bitplane Coding with Parallel Coefficient processing (BPC-PaCo) is a recently proposed algorithm for the core stage of wavelet-based image codecs tailored for the highly parallel architectures of GPUs. This algorithm provides complexity scalability to allow faster execution at the expense of coding efficiency. Its main drawback is that the speedup and loss in image quality is controlled only roughly, resulting in visible distortion at low and medium rates. This paper addresses this issue by integrating techniques of visually lossless coding into BPC-PaCo. The resulting method minimizes the visual distortion introduced in the compressed file, obtaining higher-quality images to a human observer. Experimental results also indicate 12% speedups with respect to BPC-PaCo
A family of stereoscopic image compression algorithms using wavelet transforms
With the standardization of JPEG-2000, wavelet-based image and video
compression technologies are gradually replacing the popular DCT-based methods. In
parallel to this, recent developments in autostereoscopic display technology is now
threatening to revolutionize the way in which consumers are used to enjoying the
traditional 2D display based electronic media such as television, computer and
movies. However, due to the two-fold bandwidth/storage space requirement of
stereoscopic imaging, an essential requirement of a stereo imaging system is efficient
data compression.
In this thesis, seven wavelet-based stereo image compression algorithms are
proposed, to take advantage of the higher data compaction capability and better
flexibility of wavelets. In the proposed CODEC I, block-based disparity
estimation/compensation (DE/DC) is performed in pixel domain. However, this
results in an inefficiency when DWT is applied on the whole predictive error image
that results from the DE process. This is because of the existence of artificial block
boundaries between error blocks in the predictive error image. To overcome this
problem, in the remaining proposed CODECs, DE/DC is performed in the wavelet
domain. Due to the multiresolution nature of the wavelet domain, two methods of
disparity estimation and compensation have been proposed. The first method is
performing DEJDC in each subband of the lowest/coarsest resolution level and then
propagating the disparity vectors obtained to the corresponding subbands of
higher/finer resolution. Note that DE is not performed in every subband due to the
high overhead bits that could be required for the coding of disparity vectors of all
subbands. This method is being used in CODEC II. In the second method, DEJDC is
performed m the wavelet-block domain. This enables disparity estimation to be
performed m all subbands simultaneously without increasing the overhead bits
required for the coding disparity vectors. This method is used by CODEC III.
However, performing disparity estimation/compensation in all subbands would result
in a significant improvement of CODEC III. To further improve the performance of
CODEC ill, pioneering wavelet-block search technique is implemented in CODEC
IV. The pioneering wavelet-block search technique enables the right/predicted image
to be reconstructed at the decoder end without the need of transmitting the disparity
vectors. In proposed CODEC V, pioneering block search is performed in all subbands
of DWT decomposition which results in an improvement of its performance. Further,
the CODEC IV and V are able to perform at very low bit rates(< 0.15 bpp). In
CODEC VI and CODEC VII, Overlapped Block Disparity Compensation (OBDC) is
used with & without the need of coding disparity vector. Our experiment results
showed that no significant coding gains could be obtained for these CODECs over
CODEC IV & V.
All proposed CODECs m this thesis are wavelet-based stereo image coding
algorithms that maximise the flexibility and benefits offered by wavelet transform
technology when applied to stereo imaging. In addition the use of a baseline-JPEG
coding architecture would enable the easy adaptation of the proposed algorithms
within systems originally built for DCT-based coding. This is an important feature
that would be useful during an era where DCT-based technology is only slowly being
phased out to give way for DWT based compression technology.
In addition, this thesis proposed a stereo image coding algorithm that uses JPEG-2000
technology as the basic compression engine. The proposed CODEC, named RASTER
is a rate scalable stereo image CODEC that has a unique ability to preserve the image
quality at binocular depth boundaries, which is an important requirement in the design
of stereo image CODEC. The experimental results have shown that the proposed
CODEC is able to achieve PSNR gains of up to 3.7 dB as compared to directly
transmitting the right frame using JPEG-2000
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Novel entropy coding and its application of the compression of 3D image and video signals
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonThe broadcast industry is moving future Digital Television towards Super high resolution TV (4k or 8k) and/or 3D TV. This ultimately will increase the demand on data rate and subsequently the demand for highly efficient codecs. One of the techniques that researchers found it one of the promising technologies in the industry in the next few years is 3D Integral Image and Video due to its simplicity and mimics the reality, independently on viewer aid, one of the challenges of the 3D Integral technology is to improve the compression algorithms to adequate the high resolution and exploit the advantages of the characteristics of this technology. The research scope of this thesis includes designing a novel coding for the 3D Integral image and video compression. Firstly to address the compression of 3D Integral imaging the research proposes novel entropy coding which will be implemented first on 2D traditional images content in order to compare it with the other traditional common standards then will be applied on 3D Integra image and video. This approach seeks to achieve high performance represented by high image quality and low bit rate in association with low computational complexity. Secondly, new algorithm will be proposed in an attempt to improve and develop the transform techniques performance, initially by using a new adaptive 3D-DCT algorithm then by proposing a new hybrid 3D DWT-DCT algorithm via exploiting the advantages of each technique and get rid of the artifact that each technique of them suffers from. Finally, the proposed entropy coding will be further implemented to the 3D integral video in association with another proposed algorithm that based on calculating the motion vector on the average viewpoint for each frame. This approach seeks to minimize the complexity and reduce the speed without affecting the Human Visual System (HVS) performance. Number of block matching techniques will be used to investigate the best block matching technique that is adequate for the new proposed 3D integral video algorithm
A family of stereoscopic image compression algorithms using wavelet transforms
With the standardization of JPEG-2000, wavelet-based image and video
compression technologies are gradually replacing the popular DCT-based methods. In
parallel to this, recent developments in autostereoscopic display technology is now
threatening to revolutionize the way in which consumers are used to enjoying the
traditional 2-D display based electronic media such as television, computer and
movies. However, due to the two-fold bandwidth/storage space requirement of
stereoscopic imaging, an essential requirement of a stereo imaging system is efficient
data compression.
In this thesis, seven wavelet-based stereo image compression algorithms are
proposed, to take advantage of the higher data compaction capability and better
flexibility of wavelets. [Continues.
Improving Embedded Image Coding Using Zero Block - Quad Tree
The traditional multi-bitstream approach to the heterogeneity issue is very constrained and inefficient under multi bit rate applications. The multi bitstream coding techniques allow partial decoding at a various resolution and quality levels. Several scalable coding algorithms have been proposed in the international standards over the past decade, but these former methods can only accommodate relatively limited decoding properties. To achieve efficient coding during image coding the multi resolution compression technique is been used. To exploit the multi resolution effect of image, wavelet transformations are devolved. Wavelet transformation decompose the image coefficients into their fundamental resolution, but the transformed coefficients are observed to be non-integer values resulting in variable bit stream. This transformation result in constraint bit rate application with slower operation. To overcome stated limitation, hierarchical tree based coding were implemented which exploit the relation between the wavelet scale levels and generate the code stream for transmission
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