92 research outputs found

    DCT Implementation on GPU

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    There has been a great progress in the field of graphics processors. Since, there is no rise in the speed of the normal CPU processors; Designers are coming up with multi-core, parallel processors. Because of their popularity in parallel processing, GPUs are becoming more and more attractive for many applications. With the increasing demand in utilizing GPUs, there is a great need to develop operating systems that handle the GPU to full capacity. GPUs offer a very efficient environment for many image processing applications. This thesis explores the processing power of GPUs for digital image compression using Discrete cosine transform

    GST: GPU-decodable supercompressed textures

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    Modern GPUs supporting compressed textures allow interactive application developers to save scarce GPU resources such as VRAM and bandwidth. Compressed textures use fixed compression ratios whose lossy representations are significantly poorer quality than traditional image compression formats such as JPEG. We present a new method in the class of supercompressed textures that provides an additional layer of compression to already compressed textures. Our texture representation is designed for endpoint compressed formats such as DXT and PVRTC and decoding on commodity GPUs. We apply our algorithm to commonly used formats by separating their representation into two parts that are processed independently and then entropy encoded. Our method preserves the CPU-GPU bandwidth during the decoding phase and exploits the parallelism of GPUs to provide up to 3X faster decode compared to prior texture supercompression algorithms. Along with the gains in decoding speed, our method maintains both the compression size and quality of current state of the art texture representations

    Optimum Implementation of Compound Compression of a Computer Screen for Real-Time Transmission in Low Network Bandwidth Environments

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    Remote working is becoming increasingly more prevalent in recent times. A large part of remote working involves sharing computer screens between servers and clients. The image content that is presented when sharing computer screens consists of both natural camera captured image data as well as computer generated graphics and text. The attributes of natural camera captured image data differ greatly to the attributes of computer generated image data. An image containing a mixture of both natural camera captured image and computer generated image data is known as a compound image. The research presented in this thesis focuses on the challenge of constructing a compound compression strategy to apply the ‘best fit’ compression algorithm for the mixed content found in a compound image. The research also involves analysis and classification of the types of data a given compound image may contain. While researching optimal types of compression, consideration is given to the computational overhead of a given algorithm because the research is being developed for real time systems such as cloud computing services, where latency has a detrimental impact on end user experience. The previous and current state of the art videos codec’s have been researched along many of the most current publishing’s from academia, to design and implement a novel approach to a low complexity compound compression algorithm that will be suitable for real time transmission. The compound compression algorithm will utilise a mixture of lossless and lossy compression algorithms with parameters that can be used to control the performance of the algorithm. An objective image quality assessment is needed to determine whether the proposed algorithm can produce an acceptable quality image after processing. Both traditional metrics such as Peak Signal to Noise Ratio will be used along with a new more modern approach specifically designed for compound images which is known as Structural Similarity Index will be used to define the quality of the decompressed Image. In finishing, the compression strategy will be tested on a set of generated compound images. Using open source software, the same images will be compressed with the previous and current state of the art video codec’s to compare the three main metrics, compression ratio, computational complexity and objective image quality

    Exclusive-or preprocessing and dictionary coding of continuous-tone images.

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    The field of lossless image compression studies the various ways to represent image data in the most compact and efficient manner possible that also allows the image to be reproduced without any loss. One of the most efficient strategies used in lossless compression is to introduce entropy reduction through decorrelation. This study focuses on using the exclusive-or logic operator in a decorrelation filter as the preprocessing phase of lossless image compression of continuous-tone images. The exclusive-or logic operator is simply and reversibly applied to continuous-tone images for the purpose of extracting differences between neighboring pixels. Implementation of the exclusive-or operator also does not introduce data expansion. Traditional as well as innovative prediction methods are included for the creation of inputs for the exclusive-or logic based decorrelation filter. The results of the filter are then encoded by a variation of the Lempel-Ziv-Welch dictionary coder. Dictionary coding is selected for the coding phase of the algorithm because it does not require the storage of code tables or probabilities and because it is lower in complexity than other popular options such as Huffman or Arithmetic coding. The first modification of the Lempel-Ziv-Welch dictionary coder is that image data can be read in a sequence that is linear, 2-dimensional, or an adaptive combination of both. The second modification of the dictionary coder is that the coder can instead include multiple, dynamically chosen dictionaries. Experiments indicate that the exclusive-or operator based decorrelation filter when combined with a modified Lempel-Ziv-Welch dictionary coder provides compression comparable to algorithms that represent the current standard in lossless compression. The proposed algorithm provides compression performance that is below the Context-Based, Adaptive, Lossless Image Compression (CALIC) algorithm by 23%, below the Low Complexity Lossless Compression for Images (LOCO-I) algorithm by 19%, and below the Portable Network Graphics implementation of the Deflate algorithm by 7%, but above the Zip implementation of the Deflate algorithm by 24%. The proposed algorithm uses the exclusive-or operator in the modeling phase and uses modified Lempel-Ziv-Welch dictionary coding in the coding phase to form a low complexity, reversible, and dynamic method of lossless image compression

    Lossless compression with latent variable models

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    We develop a simple and elegant method for lossless compression using latent variable models, which we call `bits back with asymmetric numeral systems' (BB-ANS). The method involves interleaving encode and decode steps, and achieves an optimal rate when compressing batches of data. We demonstrate it rstly on the MNIST test set, showing that state-of-the-art lossless compression is possible using a small variational autoencoder (VAE) model. We then make use of a novel empirical insight, that fully convolutional generative models, trained on small images, are able to generalize to images of arbitrary size, and extend BB-ANS to hierarchical latent variable models, enabling state-of-the-art lossless compression of full-size colour images from the ImageNet dataset. We describe `Craystack', a modular software framework which we have developed for rapid prototyping of compression using deep generative models

    Improved Encoding for Compressed Textures

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    For the past few decades, graphics hardware has supported mapping a two dimensional image, or texture, onto a three dimensional surface to add detail during rendering. The complexity of modern applications using interactive graphics hardware have created an explosion of the amount of data needed to represent these images. In order to alleviate the amount of memory required to store and transmit textures, graphics hardware manufacturers have introduced hardware decompression units into the texturing pipeline. Textures may now be stored as compressed in memory and decoded at run-time in order to access the pixel data. In order to encode images to be used with these hardware features, many compression algorithms are run offline as a preprocessing step, often times the most time-consuming step in the asset preparation pipeline. This research presents several techniques to quickly serve compressed texture data. With the goal of interactive compression rates while maintaining compression quality, three algorithms are presented in the class of endpoint compression formats. The first uses intensity dilation to estimate compression parameters for low-frequency signal-modulated compressed textures and offers up to a 3X improvement in compression speed. The second, FasTC, shows that by estimating the final compression parameters, partition-based formats can choose an approximate partitioning and offer orders of magnitude faster encoding speed. The third, SegTC, shows additional improvement over selecting a partitioning by using a global segmentation to find the boundaries between image features. This segmentation offers an additional 2X improvement over FasTC while maintaining similar compressed quality. Also presented is a case study in using texture compression to benefit two dimensional concave path rendering. Compressing pixel coverage textures used for compositing yields both an increase in rendering speed and a decrease in storage overhead. Additionally an algorithm is presented that uses a single layer of indirection to adaptively select the block size compressed for each texture, giving a 2X increase in compression ratio for textures of mixed detail. Finally, a texture storage representation that is decoded at runtime on the GPU is presented. The decoded texture is still compressed for graphics hardware but uses 2X fewer bytes for storage and network bandwidth.Doctor of Philosoph

    Accelerated Deep Lossless Image Coding with Unified Paralleleized GPU Coding Architecture

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    We propose Deep Lossless Image Coding (DLIC), a full resolution learned lossless image compression algorithm. Our algorithm is based on a neural network combined with an entropy encoder. The neural network performs a density estimation on each pixel of the source image. The density estimation is then used to code the target pixel, beating FLIF in terms of compression rate. Similar approaches have been attempted. However, long run times make them unfeasible for real world applications. We introduce a parallelized GPU based implementation, allowing for encoding and decoding of grayscale, 8-bit images in less than one second. Because DLIC uses a neural network to estimate the probabilities used for the entropy coder, DLIC can be trained on domain specific image data. We demonstrate this capability by adapting and training DLIC with Magnet Resonance Imaging (MRI) images
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