1,378 research outputs found

    On the performance of multi-GPU-based expert systems for acoustic localization involving massive microphone array

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    Sound source localization is an important topic in expert systems involving microphone arrays, such as automatic camera steering systems, human-machine interaction, video gaming or audio surveillance. The Steered Response Power with Phase Transform (SRP-PHAT) algorithm is a well-known approach for sound source localization due to its robust performance in noisy and reverberant environments. This algorithm analyzes the sound power captured by an acoustic beamformer on a defined spatial grid, estimating the source location as the point that maximizes the output power. Since localization accuracy can be improved by using high-resolution spatial grids and a high number of microphones, accurate acoustic localization systems require high computational power. Graphics Processing Units (GPUs) are highly parallel programmable co-processors that provide massive computation when the needed operations are properly parallelized. Emerging GPUs offer multiple parallelism levels; however, properly managing their computational resources becomes a very challenging task. In fact, management issues become even more difficult when multiple GPUs are involved, adding one more level of parallelism. In this paper, the performance of an acoustic source localization system using distributed microphones is analyzed over a massive multichannel processing framework in a multi-GPU system. The paper evaluates and points out the influence that the number of microphones and the available computational resources have in the overall system performance. Several acoustic environments are considered to show the impact that noise and reverberation have in the localization accuracy and how the use of massive microphone systems combined with parallelized GPU algorithms can help to mitigate substantially adverse acoustic effects. In this context, the proposed implementation is able to work in real time with high-resolution spatial grids and using up to 48 microphones. These results confirm the advantages of suitable GPU architectures in the development of real-time massive acoustic signal processing systems.This work has been partially funded by the Spanish Ministerio de Economia y Competitividad (TEC2009-13741, TEC2012-38142-C04-01, and TEC2012-37945-C02-02), Generalitat Valenciana PROMETEO 2009/2013, and Universitat Politecnica de Valencia through Programa de Apoyo a la Investigacion y Desarrollo (PAID-05-11 and PAID-05-12).Belloch Rodríguez, JA.; Gonzalez, A.; Vidal Maciá, AM.; Cobos Serrano, M. (2015). On the performance of multi-GPU-based expert systems for acoustic localization involving massive microphone array. Expert Systems with Applications. 42(13):5607-5620. https://doi.org/10.1016/j.eswa.2015.02.056S56075620421

    On binaural spatialization and the use of GPGPU for audio processing

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    3D recordings and audio, namely techniques that aim to create the perception of sound sources placed anywhere in 3 dimensional space, are becoming an interesting resource for composers, live performances and augmented reality. This thesis focuses on binaural spatialization techniques. We will tackle the problem from three different perspectives. The first one is related to the implementation of an engine for audio convolution, this is a real implementation problem where we will confront with a number of already available systems trying to achieve better results in terms of performances. General Purpose computing on Graphic Processing Units (GPGPU) is a promising approach to problems where a high parallelization of tasks is desirable. In this thesis the GPGPU approach is applied to both offline and real-time convolution having in mind the spatialization of multiple sound sources which is one of the critical problems in the field. Comparisons between this approach and typical CPU implementations are presented as well as between FFT and time domain approaches. The second aspect is related to the implementation of an augmented reality system having in mind an “off the shelf” system available to most home computers without the need of specialized hardware. A system capable of detecting the position of the listener through a head-tracking system and rendering a 3D audio environment by binaural spatialization is presented. Head tracking is performed through face tracking algorithms that use a standard webcam, and the result is presented over headphones, like in other typical binaural applications. With this system users can choose audio files to play, provide virtual positions for sources in an Euclidean space, and then listen as if they are coming from that position. If users move their head, the signals provided by the system change accordingly in real-time, thus providing the realistic effect of a coherent scene. The last aspect covered by this work is within the field of psychoacoustic, long term research where we are interested in understanding how binaural audio and recordings are perceived and how then auralization systems can be efficiently designed. Considerations with regard to the quality and the realism of such sounds in the context of ASA (Auditory Scene Analysis) are propose

    Accelerating the SRP-PHAT algorithm on multi and many-core platforms using OpenCL

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    [EN] The Steered Response Power with Phase Transform (SRP-PHAT) algorithm is a well-known method for sound source localization due to its robust performance in noisy and reverberant environments. This algorithm is used in a large number of acoustic applications such as automatic camera steering systems, human-machine interaction, video gaming and audio surveillance. SPR-PHAT implementations require to handle a high number of signals coming from a microphone array and a huge search grid that influences the localization accuracy of the system. In this context, high performance in the localization process can only be achieved by using massively parallel computational resources. Different types of multi-core machines based either on multiple CPUs or on GPUs are commonly employed in diverse fields of science for accelerating a number of applications, mainly using OpenMP and CUDA as programming frameworks, respectively. This implies the development of multiple source codes which limits the portability and application possibilities. On the contrary, OpenCL has emerged as an open standard for parallel programming that is nowadays supported by a wide range of architectures. In this work, we evaluate an OpenCL-based implementations of the SRP-PHAT algorithm in two state-of-the-art CPU and GPU platforms. Results demonstrate that OpenCL achieves close-to-CUDA performance in GPU (considered as upper bound) and outperforms in most of the CPU configurations based on OpenMP.This work has been supported by the postdoctoral fellowship from Generalitat Valenciana APOSTD/2016/069, the Spanish Government through TIN2014-53495-R, TIN2015-65277-R and BIA2016-76957-C3-1-R, and the Universidad Jaume I Project UJI-B2016-20.Badía Contelles, JM.; Belloch Rodríguez, JA.; Cobos Serrano, M.; Igual Peña, FD.; Quintana-Ortí, ES. (2019). Accelerating the SRP-PHAT algorithm on multi and many-core platforms using OpenCL. The Journal of Supercomputing. 75(3):1284-1297. https://doi.org/10.1007/s11227-018-2422-6S12841297753Brandstein M, Ward D (eds) (2001) Microphone arrays. Springer, BerlinKnapp CH, Carter GC (1976) The generalized correlation method for estimation of time delay. Trans Acoust Speech Signal Process 24:320–327Cobos M, Antonacci F, Alexandridis A, Mouchtaris A, Lee B (2017) A survey of sound source localization methods in wireless acoustic sensor networks. Wirel Commun Mobile Comput 2017, article ID 3956282DiBiase JH (2000) A high accuracy, low-latency technique for talker localization in reverberant environments using microphone arrays. Ph.D. dissertation, Brown University, ProvidenceLee CH (2017) Location-aware speakers for the virtual reality environments. IEEE Access 5:2636–2640Altera Corporation (2013) Implementing FPGA design with the OpenCL standard. https://www.altera.com/en_US/pdfs/literature/wp/wp-01173-opencl.pdf . Accessed 21 May 2018Savioja L, Välimäki V, Smith JO (2011) Audio signal processing using graphics processing units. J Audio Eng Soc 59(1–2):3–19Belloch JA, Gonzalez A, Martínez-Zaldívar FJ, Vidal AM (2011) Real-time massive convolution for audio applications on GPU. J Supercomput 58(3):449–457Belloch JA, Gonzalez A, Quintana-Ortí ES, Ferrer M, Välimäki V (2017) GPU-based dynamic wave field synthesis using fractional delay filters and room compensation. IEEE/ACM Trans Audio Speech Lang Process 25(2):435–447Peruffo Minotto V, Rosito Jung C, Gonzaga da Silveira L, Lee B (2013) GPU-based approaches for real-time sound source localization using the SRP-PHAT algorithm. Int J High Perform Comput Appl 27(3):291–306Belloch JA, Gonzalez A, Vidal AM, Cobos M (2015) On the performance of multi-gpu-based expert systems for acoustic localization involving massive microphone arrays. Expert Syst Appl 42(13):5607–5620Seewald LC, Gonzaga L, Veronez MR, Minotto VP, Jung CR (2014) Combining srp-phat and two kinects for 3d sound source localization. Expert Syst Appl 41(16):0957–4174Theodoropoulos D, Kuzmanov G, Gaydadjiev G (2011) Multi-core platforms for beamforming and wave field synthesis. IEEE Trans Multimedia 3(2):235–245Belloch JA, Badia MJ, Igual FD, Quintana-Ortí E, Cobos M (2017) Evaluating sound source localization on multi and many-core platform. In: Proceedings of the 17th International Conference on Computational and Mathematical Methods in Science and Engineering, vol 1. Rota, pp 279–286Cobos M, Marti A, Lopez JJ (2011) A modified SRP-PHAT functional for robust real-time sound source localization with scalable spatial sampling. IEEE Signal Process Lett 18(1):71–74Marti A, Cobos M, Lopez JJ (2013) A steered response power iterative method for high-accuracy acoustic source location. J Acoust Soc Am 134(4):2627–2630Frigo M, Johnson SG (2005) The design and implementation of FFTW3. Proc IEEE 93(2):216–231 (special issue on “Program generation, optimization, and platform adaptation”)NVIDIA cuFFT library user’s guide (2018). https://docs.nvidia.com/cuda/pdf/CUFFT_Library.pdf . Accessed 21 May 2018OpenCL fast Fourier transforms. http://clmathlibraries.github.io/clFFT . Accessed 21 May 2018Scarpino M (2012) OpenCL in action: how to accelerate graphics and computation. Mannin

    Localization of sound sources : a systematic review

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    Sound localization is a vast field of research and advancement which is used in many useful applications to facilitate communication, radars, medical aid, and speech enhancement to but name a few. Many different methods are presented in recent times in this field to gain benefits. Various types of microphone arrays serve the purpose of sensing the incoming sound. This paper presents an overview of the importance of using sound localization in different applications along with the use and limitations of ad-hoc microphones over other microphones. In order to overcome these limitations certain approaches are also presented. Detailed explanation of some of the existing methods that are used for sound localization using microphone arrays in the recent literature is given. Existing methods are studied in a comparative fashion along with the factors that influence the choice of one method over the others. This review is done in order to form a basis for choosing the best fit method for our use

    A Geometric Deep Learning Approach to Sound Source Localization and Tracking

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    La localización y el tracking de fuentes sonoras mediante agrupaciones de micrófonos es un problema que, pese a llevar décadas siendo estudiado, permanece abierto. En los últimos años, modelos basados en deep learning han superado el estado del arte que había sido establecido por las técnicas clásicas de procesado de señal, pero estos modelos todavía presentan problemas para trabajar en espacios con alta reverberación o para realizar el tracking de varias fuentes sonoras, especialmente cuando no es posible aplicar ningún criterio para clasificarlas u ordenarlas. En esta tesis, se proponen nuevos modelos que, basados en las ideas del Geometric Deep Learning, suponen un avance en el estado del arte para las situaciones mencionadas previamente.Los modelos propuestos utilizan como entrada mapas de potencia acústica calculados con el algoritmo SRP-PHAT, una técnica clásica de procesado de señal que permite estimar la energía acústica recibida desde cualquier dirección del espacio. Además, también proponemos una nueva técnica para suprimir analíticamente el efecto de una fuente en las funciones de correlación cruzada usadas para calcular los mapas SRP-PHAT. Basándonos en técnicas de banda estrecha, se demuestra que es posible proyectar las funciones de correlación cruzada de las señales capturadas por una agrupación de micrófonos a un espacio ortogonal a una dirección dada simplemente usando una combinación lineal de las funciones originales con retardos temporales. La técnica propuesta puede usarse para diseñar sistemas iterativos de localización de múltiples fuentes que, tras localizar la fuente con mayor energía en las funciones de correlación cruzada o en los mapas SRP-PHAT, la cancelen para poder encontrar otras fuentes que estuvieran enmascaradas por ella.Antes de poder entrenar modelos de deep learning necesitamos datos. Esto, en el caso de seguir un esquema de aprendizaje supervisado, supone un dataset de grabaciones de audio multicanal con la posición de las fuentes etiquetada con precisión. Pese a que existen algunos datasets con estas características, estos no son lo suficientemente extensos para entrenar una red neuronal y los entornos acústicos que incluyen no son suficientemente variados. Para solventar el problema de la falta de datos, presentamos una técnica para simular escenas acústicas con una o varias fuentes en movimiento y, para realizar estas simulaciones conforme son necesarias durante el entrenamiento de la red, presentamos la que es, que sepamos, la primera librería de software libre para la simulación de acústica de salas con aceleración por GPU. Tal y como queda demostrado en esta tesis, esta librería es más de dos órdenes de magnitud más rápida que otras librerías del estado del arte.La idea principal del Geometric Deep Learning es que los modelos deberían compartir las simetrías (i.e. las invarianzas y equivarianzas) de los datos y el problema que se quiere resolver. Para la estimación de la dirección de llegada de una única fuente, el uso de mapas SRP-PHAT como entrada de nuestros modelos hace que la equivarianza a las rotaciones sea obvia y, tras presentar una primera aproximación usando redes convolucionales tridimensionales, presentamos un modelo basado en convoluciones icosaédricas que son capaces de aproximar la equivarianza al grupo continuo de rotaciones esféricas por la equivarianza al grupo discreto de las 60 simetrías del icosaedro. En la tesis se demuestra que los mapas SRP-PHAT son una característica de entrada mucho más robusta que los espectrogramas que se usan típicamente en muchos modelos del estado del arte y que el uso de las convoluciones icosaédricas, combinado con una nueva función softargmax que obtiene una salida de regresión a partir del resultado de una red convolucional interpretándolo como una distribución de probabilidad y calculando su valor esperado, permite reducir enormemente el número de parámetros entrenables de los modelos sin reducir la precisión de sus estimaciones.Cuando queremos realizar el tracking de varias fuentes en movimiento y no podemos aplicar ningún criterio para ordenarlas o clasificarlas, el problema se vuelve invariante a las permutaciones de las estimaciones, por lo que no podemos compararlas directamente con las etiquetas de referencia dado que no podemos esperar que sigan el mismo orden. Este tipo de modelos se han entrenado típicamente usando estrategias de entrenamiento invariantes a las permutaciones, pero estas normalmente no penalizan los cambios de identidad por lo que los modelos entrenados con ellas no mantienen la identidad de cada fuente de forma consistente. Para resolver este problema, en esta tesis proponemos una nueva estrategia de entrenamiento, a la que llamamos sliding permutation invariant training (sPIT), que es capaz de optimizar todas las características que podemos esperar de un sistema de tracking de múltiples fuentes: la precisión de sus estimaciones de dirección de llegada, la exactitud de sus detecciones y la consistencia de las identidades asignadas a cada fuente.Finalmente, proponemos un nuevo tipo de red recursiva que usa conjuntos de vectores en lugar de vectores para representar su entrada y su estado y que es invariante a las permutaciones de los elementos del conjunto de entrada y equivariante a las del conjunto de estado. En esta tesis se muestra como este es el comportamiento que deberíamos esperar de un sistema de tracking que toma como entradas las estimaciones de un modelo de localización multifuente y se compara el rendimiento de estas redes recursivas invariantes a las permutaciones con redes recursivas GRU convencionales para aplicaciones de tracking de fuentes sonoras.The localization and tracking of sound sources using microphone arrays is a problem that, even if it has attracted attention from the signal processing research community for decades, remains open. In recent years, deep learning models have surpassed the state-of-the-art that had been established by classic signal processing techniques, but these models still struggle with handling rooms with strong reverberations or tracking multiple sources that dynamically appear and disappear, especially when we cannot apply any criteria to classify or order them. In this thesis, we follow the ideas of the Geometric Deep Learning framework to propose new models and techniques that mean an advance of the state-of-the-art in the aforementioned scenarios. As the input of our models, we use acoustic power maps computed using the SRP-PHAT algorithm, a classic signal processing technique that allows us to estimate the acoustic energy received from any direction of the space and, therefore, compute arbitrary-shaped power maps. In addition, we also propose a new technique to analytically cancel a source from the generalized cross-correlations used to compute the SRP-PHAT maps. Based on previous narrowband cancellation techniques, we prove that we can project the cross-correlation functions of the signals captured by a microphone array into a space orthogonal to a given direction by just computing a linear combination of time-shifted versions of the original cross-correlations. The proposed cancellation technique can be used to design iterative multi-source localization systems where, after having found the strongest source in the generalized cross-correlation functions or in the SRP-PHAT maps, we can cancel it and find new sources that were previously masked by thefirst source. Before being able to train deep learning models we need data, which, in the case of following a supervised learning approach, means a dataset of multichannel recordings with the position of the sources accurately labeled. Although there exist some datasets like this, they are not large enough to train a neural network and the acoustic environments they include are not diverse enough. To overcome this lack of real data, we present a technique to simulate acoustic scenes with one or several moving sound sources and, to be able to perform these simulations as they are needed during the training, we present what is, to the best of our knowledge, the first free and open source room acoustics simulation library with GPU acceleration. As we prove in this thesis, the presented library is more than two orders of magnitude faster than other state-of-the-art CPU libraries. The main idea of the Geometric Deep Learning philosophy is that the models should fit the symmetries (i.e. the invariances and equivariances) of the data and the problem we want to solve. For single-source direction of arrival estimation, the use of SRP-PHAT maps as inputs of our models makes the rotational equivariance of the problem undeniably clear and, after a first approach using 3D convolutional neural networks, we present a model using icosahedral convolutions that approximate the equivariance to the continuous group of spherical rotations by the discrete group of the 60 icosahedral symmetries. We prove that the SRP-PHAT maps are a much more robust input feature than the spectrograms typically used in many state-of-the-art models and that the use of the icosahedral convolutions, combined with a new soft-argmax function that obtains a regression output from the output of the convolutional neural network by interpreting it as a probability distribution and computing its expected value, allows us to dramatically reduce the number of trainable parameters of the models without losing accuracy in their estimations. When we want to track multiple moving sources and we cannot use any criteria to order or classify them, the problem becomes invariant to the permutations of the estimates, so we cannot directly compare them with the ground truth labels since we cannot expect them to be in the same order. This kind of models has typically been trained using permutation invariant training strategies, but these strategies usually do not penalize the identity switches and the models trained with them do not keep the identity of every source consistent during the tracking. To solve this issue, we propose a new training strategy, which we call sliding permutation invariant training, that is able to optimize all the features that we could expect from a multi-source tracking system: the precision of the direction of arrival estimates, the accuracy of the source detections, and the consistency of the assigned identities. Finally, we propose a new kind of recursive neural network that, instead of using vectors as their input and their state, uses sets of vectors and is invariant to the permutation of the elements of the input set and equivariant to the permutations of the elements of the state set. We show how this is the behavior that we should expect from a tracking model which takes as inputs the estimates of a multi-source localization model and compare these permutation-invariant recursive neural networks with the conventional gated recurrent units for sound source tracking applications.<br /

    An Efficient Implementation of Parallel Parametric HRTF Models for Binaural Sound Synthesis in Mobile Multimedia

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    The extended use of mobile multimedia devices in applications like gaming, 3D video and audio reproduction, immersive teleconferencing, or virtual and augmented reality, is demanding efficient algorithms and methodologies. All these applications require real-time spatial audio engines with the capability of dealing with intensive signal processing operations while facing a number of constraints related to computational cost, latency and energy consumption. Most mobile multimedia devices include a Graphics Processing Unit (GPU) that is primarily used to accelerate video processing tasks, providing high computational capabilities due to its inherent parallel architecture. This paper describes a scalable parallel implementation of a real-time binaural audio engine for GPU-equipped mobile devices. The engine is based on a set of head-related transfer functions (HRTFs) modelled with a parametric parallel structure, allowing efficient synthesis and interpolation while reducing the size required for HRTF data storage. Several strategies to optimize the GPU implementation are evaluated over a well-known kind of processor present in a wide range of mobile devices. In this context, we analyze both the energy consumption and real-time capabilities of the system by exploring different GPU and CPU configuration alternatives. Moreover, the implementation has been conducted using the OpenCL framework, guarantying the portability of the code
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