18,387 research outputs found
GPU-based Image Analysis on Mobile Devices
With the rapid advances in mobile technology many mobile devices are capable
of capturing high quality images and video with their embedded camera. This
paper investigates techniques for real-time processing of the resulting images,
particularly on-device utilizing a graphical processing unit. Issues and
limitations of image processing on mobile devices are discussed, and the
performance of graphical processing units on a range of devices measured
through a programmable shader implementation of Canny edge detection.Comment: Proceedings of Image and Vision Computing New Zealand 201
Deep Learning-Based Multiple Object Visual Tracking on Embedded System for IoT and Mobile Edge Computing Applications
Compute and memory demands of state-of-the-art deep learning methods are
still a shortcoming that must be addressed to make them useful at IoT
end-nodes. In particular, recent results depict a hopeful prospect for image
processing using Convolutional Neural Netwoks, CNNs, but the gap between
software and hardware implementations is already considerable for IoT and
mobile edge computing applications due to their high power consumption. This
proposal performs low-power and real time deep learning-based multiple object
visual tracking implemented on an NVIDIA Jetson TX2 development kit. It
includes a camera and wireless connection capability and it is battery powered
for mobile and outdoor applications. A collection of representative sequences
captured with the on-board camera, dETRUSC video dataset, is used to exemplify
the performance of the proposed algorithm and to facilitate benchmarking. The
results in terms of power consumption and frame rate demonstrate the
feasibility of deep learning algorithms on embedded platforms although more
effort to joint algorithm and hardware design of CNNs is needed.Comment: This work has been submitted to the IEEE for possible publication.
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Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.
© 2016 IEEE.Latency-the delay between a users action and the response to this action-is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space-but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of 1 ms from tracker to pixel. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of 1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system-one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours
Benchmarking CPUs and GPUs on embedded platforms for software receiver usage
Smartphones containing multi-core central processing units (CPUs) and powerful many-core graphics processing units (GPUs) bring supercomputing technology into your pocket (or into our embedded devices). This can be exploited to produce power-efficient, customized receivers with flexible correlation schemes and more advanced positioning techniques. For example, promising techniques such as the Direct Position Estimation paradigm or usage of tracking solutions based on particle filtering, seem to be very appealing in challenging environments but are likewise computationally quite demanding. This article sheds some light onto recent embedded processor developments, benchmarks Fast Fourier Transform (FFT) and correlation algorithms on representative embedded platforms and relates the results to the use in GNSS software radios. The use of embedded CPUs for signal tracking seems to be straight forward, but more research is required to fully achieve the nominal peak performance of an embedded GPU for FFT computation. Also the electrical power consumption is measured in certain load levels.Peer ReviewedPostprint (published version
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