269 research outputs found

    Huffman-based Code Compression Techniques for Embedded Systems

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    Exploring boundaries in game processing

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    MP3 Hardware and Audio Decoder

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    The thesis titled “MP3 Hardware Audio decoder” describes about the hardware and software resources for decoding the MPEG1 bitstream. The dual architecture model in the hardware with instruction set tailored for audio decoding helps to reduce number of cycles and memory. The coding was done in assembly and testing was carried out in “model Sim”, with compliance bit streams for correctness of decode

    Computing SpMV on FPGAs

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    There are hundreds of papers on accelerating sparse matrix vector multiplication (SpMV), however, only a handful target FPGAs. Some claim that FPGAs inherently perform inferiorly to CPUs and GPUs. FPGAs do perform inferiorly for some applications like matrix-matrix multiplication and matrix-vector multiplication. CPUs and GPUs have too much memory bandwidth and too much floating point computation power for FPGAs to compete. However, the low computations to memory operations ratio and irregular memory access of SpMV trips up both CPUs and GPUs. We see this as a leveling of the playing field for FPGAs. Our implementation focuses on three pillars: matrix traversal, multiply-accumulator design, and matrix compression. First, most SpMV implementations traverse the matrix in row-major order, but we mix column and row traversal. Second, To accommodate the new traversal the multiply accumulator stores many intermediate y values. Third, we compress the matrix to increase the transfer rate of the matrix from RAM to the FPGA. Together these pillars enable our SpMV implementation to perform competitively with CPUs and GPUs

    Dense instruction set computer architecture

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    ECG compression for Holter monitoring

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    Cardiologists can gain useful insight into a patient's condition when they are able to correlate the patent's symptoms and activities. For this purpose, a Holter Monitor is often used - a portable electrocardiogram (ECG) recorder worn by the patient for a period of 24-72 hours. Preferably, the monitor is not cumbersome to the patient and thus it should be designed to be as small and light as possible; however, the storage requirements for such a long signal are very large and can significantly increase the recorder's size and cost, and so signal compression is often employed. At the same time, the decompressed signal must contain enough detail for the cardiologist to be able to identify irregularities. "Lossy" compressors may obscure such details, where a "lossless" compressor preserves the signal exactly as captured.The purpose of this thesis is to develop a platform upon which a Holter Monitor can be built, including a hardware-assisted lossless compression method in order to avoid the signal quality penalties of a lossy algorithm. The objective of this thesis is to develop and implement a low-complexity lossless ECG encoding algorithm capable of at least a 2:1 compression ratio in an embedded system for use in a Holter Monitor. Different lossless compression techniques were evaluated in terms of coding efficiency as well as suitability for ECG waveform application, random access within the signal and complexity of the decoding operation. For the reduction of the physical circuit size, a System On a Programmable Chip (SOPC) design was utilized. A coder based on a library of linear predictors and Rice coding was chosen and found to give a compression ratio of at least 2:1 and as high as 3:1 on real-world signals tested while having a low decoder complexity and fast random access to arbitrary parts of the signal. In the hardware-assisted implementation, the speed of encoding was a factor of between four and five faster than a software encoder running on the same CPU while allowing the CPU to perform other tasks during the encoding process

    The impact of design techniques in the reduction of power consumption of SoCs Multimedia

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    Orientador: Guido Costa Souza de AraújoDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: A indústria de semicondutores sempre enfrentou fortes demandas em resolver problema de dissipação de calor e reduzir o consumo de energia em dispositivos. Esta tendência tem sido intensificada nos últimos anos com o movimento de sustentabilidade ambiental. A concepção correta de um sistema eletrônico de baixo consumo de energia é um problema de vários níveis de complexidade e exige estratégias sistemáticas na sua construção. Fora disso, a adoção de qualquer técnica de redução de energia sempre está vinculada com objetivos especiais e provoca alguns impactos no projeto. Apesar dos projetistas conheçam bem os impactos de forma qualitativa, as detalhes quantitativas ainda são incógnitas ou apenas mantidas dentro do 'know-how' das empresas. Neste trabalho, de acordo com resultados experimentais baseado num plataforma de SoC1 industrial, tentamos quantificar os impactos derivados do uso de técnicas de redução de consumo de energia. Nos concentramos em relacionar o fator de redução de energia de cada técnica aos impactos em termo de área, desempenho, esforço de implementação e verificação. Na ausência desse tipo de dados, que relacionam o esforço de engenharia com as metas de consumo de energia, incertezas e atrasos serão frequentes no cronograma de projeto. Esperamos que este tipo de orientações possam ajudar/guiar os arquitetos de projeto em selecionar as técnicas adequadas para reduzir o consumo de energia dentro do alcance de orçamento e cronograma de projetoAbstract: The semiconductor industry has always faced strong demands to solve the problem of heat dissipation and reduce the power consumption in electronic devices. This trend has been increased in recent years with the action of environmental sustainability. The correct conception of an electronic system for low power consumption is an issue with multiple levels of complexities and requires systematic approaches in its construction. However, the adoption of any technique for reducing the power consumption is always linked with some specific goals and causes some impacts on the project. Although the designers know well that these impacts can affect the design in a quality aspect, the quantitative details are still unkown or just be kept inside the company's know-how. In this work, according to the experimental results based on an industrial SoC2 platform, we try to quantify the impacts of the use of low power techniques. We will relate the power reduction factor of each technique to the impact in terms of area, performance, implementation and verification effort. In the absence of such data, which relates the engineering effort to the goals of power consumption, uncertainties and delays are frequent. We hope that such guidelines can help/guide the project architects in selecting the appropriate techniques to reduce the power consumption within the limit of budget and project scheduleMestradoCiência da ComputaçãoMestre em Ciência da Computaçã

    Siirtoliipaisuarkkitehtuurin muuttuvanmittaisten käskyjen pakkaus

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    The Static Random-Access Memory (SRAM) modules used for embedded microprocessor devices consume a large portion of the whole system’s power. The memory module consumes static power on keeping awake and dynamic power on memory accesses. The power dissipation of the instruction memory can be limited by using code compression methods, which reduce the memory size. The compression may require the use of variable length instruction formats in the processor. The power-efficient design of variable length instruction fetch and decode units is challenging for static multiple-issue processors, because such architectures have simple hardware to begin with, as they aim for very low power consumption on embedded platforms. The power saved by using these compression approaches, which necessitate more complex logic, is easily lost on inefficient processor design. This thesis proposes an implementation for instruction template-based compression, its decompression and two instruction fetch design alternatives for variable length instruction encoding on Transport Triggered Architecture (TTA), a static multiple-issue exposed data path architecture. Both of the new fetch and decode units are integrated into the TTA-based Co-design Environment (TCE), which is a toolset for rapid designing and prototyping of processors based on TTA. The hardware description of the fetch units is verified on a register transfer level and benchmarked using the CHStone test suite. Furthermore, the fetch units are synthesized on a 40 nm standard cell Application Specific Integrated Circuit (ASIC) technology library for area, performance and power consumption measurements. The power cost of the variable length instruction support is compared to the power savings from memory reduction, which is evaluated using HP Labs’ CACTI tool. The compression approach reaches an average program size reduction of 44% at best with a set of test programs, and the total power consumption of the system is reduced. The thesis shows that the proposed variable length fetch designs are sufficiently low-power oriented for TTA processors to benefit from the code compression

    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

    Space Station communications and tracking systems modeling and RF link simulation

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    In this final report, the effort spent on Space Station Communications and Tracking System Modeling and RF Link Simulation is described in detail. The effort is mainly divided into three parts: frequency division multiple access (FDMA) system simulation modeling and software implementation; a study on design and evaluation of a functional computerized RF link simulation/analysis system for Space Station; and a study on design and evaluation of simulation system architecture. This report documents the results of these studies. In addition, a separate User's Manual on Space Communications Simulation System (SCSS) (Version 1) documents the software developed for the Space Station FDMA communications system simulation. The final report, SCSS user's manual, and the software located in the NASA JSC system analysis division's VAX 750 computer together serve as the deliverables from LinCom for this project effort
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