64 research outputs found

    Nonlinear Uncertainty Propagation in Astrodynamics Using Differential Algebra and Graphics Processing Units

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    In this paper, two numerical methods for nonlinear uncertainty propagation in astrodynamics are presented and thoroughly compared. Both methods are based on the Monte Carlo idea of evaluating multiple samples of an initial statistical distribution around the nominal state. However, whereas the graphics processing unit implementation aims at increasing the performances of the classical Monte Carlo approach exploiting the massively parallel architecture of modern general-purpose computing on graphics processing units, the method based on differential algebra is aimed at the improvement and generalization of standard linear methods for uncertainty propagation. The two proposed numerical methods are applied to test cases considering both simple two-body dynamics and a full n-body dynamics with accurate ephemeris. The results of the propagation are thoroughly compared with particular emphasis on both accuracy and computational performances

    Implementation of a fully-parallel turbo decoder on a general-purpose graphics processing unit

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    Turbo codes comprising a parallel concatenation of upper and lower convolutional codes are widely employed in state-of-the-art wireless communication standards, since they facilitate transmission throughputs that closely approach the channel capacity. However, this necessitates high processing throughputs in order for the turbo code to support real-time communications. In stateof- the-art turbo code implementations, the processing throughput is typically limited by the data dependencies that occur within the forward and backward recursions of the Log-BCJR algorithm, which is employed during turbo decoding. In contrast to the highly-serial Log-BCJR turbo decoder, we have recently proposed a novel Fully Parallel Turbo Decoder (FPTD) algorithm, which can eliminate the data dependencies and perform fully parallel processing. In this paper, we propose an optimized FPTD algorithm, which reformulates the operation of the FPTD algorithm so that the upper and lower decoders have identical operation, in order to support Single Instruction Multiple Data (SIMD) operation. This allows us to develop a novel General Purpose Graphics Processing Unit (GPGPU) implementation of the FPTD, which has application in Software-Defined Radios (SDRs) and virtualized Cloud- Radio Access Networks (C-RANs). As a benefit of its higher degree of parallelism, we show that our FPTD improves the higher processing throughput of the Log-BCJR turbo decoder by between 2.3 and 9.2 times, when employing a high-specification GPGPU. However, this is achieved at the cost of a moderate increase of the overall complexity by between 1.7 and 3.3 times

    Hardware implementations of computer-generated holography: a review

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    Computer-generated holography (CGH) is a technique to generate holographic interference patterns. One of the major issues related to computer hologram generation is the massive computational power required. Hardware accelerators are used to accelerate this process. Previous publications targeting hardware platforms lack performance comparisons between different architectures and do not provide enough information for the evaluation of the suitability of recent hardware platforms for CGH algorithms. We aim to address these limitations and present a comprehensive review of CGH-related hardware implementations

    GPU Computing to Improve Game Engine Performance

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    Although the graphics processing unit (GPU) was originally designed to accelerate the image creation for output to display, today's general purpose GPU (GPGPU) computing offers unprecedented performance by offloading computing-intensive portions of the application to the GPGPU, while running the remainder of the code on the central processing unit (CPU). The highly parallel structure of a many core GPGPU can process large blocks of data faster using multithreaded concurrent processing. A game engine has many "components" and multithreading can be used to implement their parallelism. However, effective implementation of multithreading in a multicore processor has challenges, such as data and task parallelism. In this paper, we investigate the impact of using a GPGPU with a CPU to design high-performance game engines. First, we implement a separable convolution filter (heavily used in image processing) with the GPGPU. Then, we implement a multiobject interactive game console in an eight-core workstation using a multithreaded asynchronous model (MAM), a multithreaded synchronous model (MSM), and an MSM with data parallelism (MSMDP). According to the experimental results, speedup of about 61x and 5x is achieved due to GPGPU and MSMDP implementation, respectively. Therefore, GPGPU-assisted parallel computing has the potential to improve multithreaded game engine performance

    Many-Core Architectures: Hardware-Software Optimization and Modeling Techniques

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    During the last few decades an unprecedented technological growth has been at the center of the embedded systems design paramount, with Moore’s Law being the leading factor of this trend. Today in fact an ever increasing number of cores can be integrated on the same die, marking the transition from state-of-the-art multi-core chips to the new many-core design paradigm. Despite the extraordinarily high computing power, the complexity of many-core chips opens the door to several challenges. As a result of the increased silicon density of modern Systems-on-a-Chip (SoC), the design space exploration needed to find the best design has exploded and hardware designers are in fact facing the problem of a huge design space. Virtual Platforms have always been used to enable hardware-software co-design, but today they are facing with the huge complexity of both hardware and software systems. In this thesis two different research works on Virtual Platforms are presented: the first one is intended for the hardware developer, to easily allow complex cycle accurate simulations of many-core SoCs. The second work exploits the parallel computing power of off-the-shelf General Purpose Graphics Processing Units (GPGPUs), with the goal of an increased simulation speed. The term Virtualization can be used in the context of many-core systems not only to refer to the aforementioned hardware emulation tools (Virtual Platforms), but also for two other main purposes: 1) to help the programmer to achieve the maximum possible performance of an application, by hiding the complexity of the underlying hardware. 2) to efficiently exploit the high parallel hardware of many-core chips in environments with multiple active Virtual Machines. This thesis is focused on virtualization techniques with the goal to mitigate, and overtake when possible, some of the challenges introduced by the many-core design paradigm

    Homogeneous and heterogeneous MPSoC architectures with network-on-chip connectivity for low-power and real-time multimedia signal processing

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    Two multiprocessor system-on-chip (MPSoC) architectures are proposed and compared in the paper with reference to audio and video processing applications. One architecture exploits a homogeneous topology; it consists of 8 identical tiles, each made of a 32-bit RISC core enhanced by a 64-bit DSP coprocessor with local memory. The other MPSoC architecture exploits a heterogeneous-tile topology with on-chip distributed memory resources; the tiles act as application specific processors supporting a different class of algorithms. In both architectures, the multiple tiles are interconnected by a network-on-chip (NoC) infrastructure, through network interfaces and routers, which allows parallel operations of the multiple tiles. The functional performances and the implementation complexity of the NoC-based MPSoC architectures are assessed by synthesis results in submicron CMOS technology. Among the large set of supported algorithms, two case studies are considered: the real-time implementation of an H.264/MPEG AVC video codec and of a low-distortion digital audio amplifier. The heterogeneous architecture ensures a higher power efficiency and a smaller area occupation and is more suited for low-power multimedia processing, such as in mobile devices. The homogeneous scheme allows for a higher flexibility and easier system scalability and is more suited for general-purpose DSP tasks in power-supplied devices
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