22 research outputs found

    PERFORMANCE IMPROVEMENT OF MULTICHANNEL AUDIO BY GRAPHICS PROCESSING UNITS

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    Multichannel acoustic signal processing has undergone major development in recent years due to the increased complexity of current audio processing applications. People want to collaborate through communication with the feeling of being together and sharing the same environment, what is considered as Immersive Audio Schemes. In this phenomenon, several acoustic e ects are involved: 3D spatial sound, room compensation, crosstalk cancelation, sound source localization, among others. However, high computing capacity is required to achieve any of these e ects in a real large-scale system, what represents a considerable limitation for real-time applications. The increase of the computational capacity has been historically linked to the number of transistors in a chip. However, nowadays the improvements in the computational capacity are mainly given by increasing the number of processing units, i.e expanding parallelism in computing. This is the case of the Graphics Processing Units (GPUs), that own now thousands of computing cores. GPUs were traditionally related to graphic or image applications, but new releases in the GPU programming environments, CUDA or OpenCL, allowed that most applications were computationally accelerated in elds beyond graphics. This thesis aims to demonstrate that GPUs are totally valid tools to carry out audio applications that require high computational resources. To this end, di erent applications in the eld of audio processing are studied and performed using GPUs. This manuscript also analyzes and solves possible limitations in each GPU-based implementation both from the acoustic point of view as from the computational point of view. In this document, we have addressed the following problems: Most of audio applications are based on massive ltering. Thus, the rst implementation to undertake is a fundamental operation in the audio processing: the convolution. It has been rst developed as a computational kernel and afterwards used for an application that combines multiples convolutions concurrently: generalized crosstalk cancellation and equalization. The proposed implementation can successfully manage two di erent and common situations: size of bu ers that are much larger than the size of the lters and size of bu ers that are much smaller than the size of the lters. Two spatial audio applications that use the GPU as a co-processor have been developed from the massive multichannel ltering. First application deals with binaural audio. Its main feature is that this application is able to synthesize sound sources in spatial positions that are not included in the database of HRTF and to generate smoothly movements of sound sources. Both features were designed after di erent tests (objective and subjective). The performance regarding number of sound source that could be rendered in real time was assessed on GPUs with di erent GPU architectures. A similar performance is measured in a Wave Field Synthesis system (second spatial audio application) that is composed of 96 loudspeakers. The proposed GPU-based implementation is able to reduce the room e ects during the sound source rendering. A well-known approach for sound source localization in noisy and reverberant environments is also addressed on a multi-GPU system. This is the case of the Steered Response Power with Phase Transform (SRPPHAT) algorithm. 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. The solutions implemented in this thesis are evaluated both from localization and from computational performance points of view, taking into account different acoustic environments, and always from a real-time implementation perspective. Finally, This manuscript addresses also massive multichannel ltering when the lters present an In nite Impulse Response (IIR). Two cases are analyzed in this manuscript: 1) IIR lters composed of multiple secondorder sections, and 2) IIR lters that presents an allpass response. Both cases are used to develop and accelerate two di erent applications: 1) to execute multiple Equalizations in a WFS system, and 2) to reduce the dynamic range in an audio signal.Belloch Rodríguez, JA. (2014). PERFORMANCE IMPROVEMENT OF MULTICHANNEL AUDIO BY GRAPHICS PROCESSING UNITS [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/40651TESISPremios Extraordinarios de tesis doctorale

    Desarrollo de una aplicación de audio multicanal utilizando el paralelismo de las GPU

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    En este trabajo se han analizado las prestaciones que ofrece una GPU ante una aplicación de audio multicanal, aplicando dicho análisis a la implementación un Cancelador Crosstalk que funciona en tiempo real y cuyo código es ejecutado sobre una GPU de un computador personal portatil.Belloch Rodríguez, JA. (2010). Desarrollo de una aplicación de audio multicanal utilizando el paralelismo de las GPU. http://hdl.handle.net/10251/13644Archivo delegad

    Design and Implementation of Acoustic Source Localization on a Low-Cost IoT Edge Platform

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    The implementation of algorithms for acoustic source localization on edge platforms for the Internet of Things (IoT) is gaining momentum. Applications based on acoustic monitoring can greatly benefit from efficient implementations of such algorithms, enabling novel services for smart homes and buildings or ambient-assisted living. In this context, this brief proposes extreme low-cost sound source localization system composed of two microphones and the low power microcontroller module ESP32. A Direction-Of-Arrival (DOA) algorithm has been implemented taking into account the specific features of this board, showing excellent performance despite the memory constraints imposed by the platform. We have also adapted off-the-shelf lowcost microphone boards to the input requirements of the ESP32 Analog-to-Digital Converter. The processing has been optimized by leveraging in parallel both cores of the microcontroller to capture and process the audio in real time. Our experiments expose that we can perform real-time localization, with a processing time below 3.3 ms.This work was supported in part by the Spanish Government under Grant TIN2017-82972-R, Grant ESP2015-68245-C4-1-P, and Grant RTI2018-097045-B-C21, and in part by the Valencian Regional Government under Grant PROMETEO/2019/109

    Practical considerations for acoustic source localization in the IoT era: Platforms, energy efficiency, and performance

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    The rapid development of the Internet of Things (IoT) has posed important changes in the way emerging acoustic signal processing applications are conceived. While traditional acoustic processing applications have been developed taking into account high-throughput computing platforms equipped with expensive multichannel audio interfaces, the IoT paradigm is demanding the use of more flexible and energy-efficient systems. In this context, algorithms for source localization and ranging in wireless acoustic sensor networks can be considered an enabling technology for many IoT-based environments, including security, industrial, and health-care applications. This paper is aimed at evaluating important aspects dealing with the practical deployment of IoT systems for acoustic source localization. Recent systems-on-chip composed of low-power multicore processors, combined with a small graphics accelerator (or GPU), yield a notable increment of the computational capacity needed in intensive signal processing algorithms while partially retaining the appealing low power consumption of embedded systems. Different algorithms and implementations over several state-of-the-art platforms are discussed, analyzing important aspects, such as the tradeoffs between performance, energy efficiency, and exploitation of parallelism by taking into account real-time constraintsThis work was supported in part by the Post-Doctoral Fellowship from Generalitat Valenciana under Grant APOSTD/2016/069, in part by the Spanish Government under Grant TIN2014-53495-R, Grant TIN2015-65277-R, and Grant BIA2016-76957-C3-1-R, and in part by the Universidad Jaume I under Project UJI-B2016-20.Publicad

    Multichannel massive audio processing for a generalized crosstalk cancellation and equalization application using GPUs

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    [EN] Multichannel acoustic signal processing has undergone major development in recent years due to the increased com- plexity of current audio processing applications, which involves the processing of multiple sources, channels, or filters. A gen- eral scenario that appears in this context is the immersive reproduction of binaural audio without the use of headphones, which requires the use of a crosstalk canceler. However, generalized crosstalk cancellation and equalization (GCCE) requires high com- puting capacity, which is a considerable limitation for real-time applications. This paper discusses the design and implementation of all the processing blocks of a multichannel convolution on a GPU for real-time applications. To this end, a very efficient fil- tering method using specific data structures is proposed, which takes advantage of overlap-save filtering and filter fragmentation. It has been shown that, for a real-time application with 22 inputs and 64 outputs, the system is capable of managing 1408 filters of 2048 coefficients with a latency time less than 6 ms. The proposed GPU implementation can be easily adapted to any acoustic environment, demonstrating the validity of these co-processors for managing intensive multichannel audio applications.This work has been partially funded by Spanish Ministerio de Ciencia e Innovacion TEC2009-13741, Generalitat Valenciana PROMETEO 2009/2013 and GV/2010/027, and Universitat Politecnica de Valencia through Programa de Apoyo a la Investigacion y Desarrollo (PAID-05-11).Belloch Rodríguez, JA.; Gonzalez, A.; Martínez Zaldívar, FJ.; Vidal Maciá, AM. (2013). Multichannel massive audio processing for a generalized crosstalk cancellation and equalization application using GPUs. Integrated Computer-Aided Engineering. 20(2):169-182. https://doi.org/10.3233/ICA-130422S16918220

    Strategies to parallelize a finite element mesh truncation technique on multi-core and many-core architectures

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    Achieving maximum parallel performance on multi-core CPUs and many-core GPUs is a challenging task depending on multiple factors. These include, for example, the number and granularity of the computations or the use of the memories of the devices. In this paper, we assess those factors by evaluating and comparing different parallelizations of the same problem on a multiprocessor containing a CPU with 40 cores and four P100 GPUs with Pascal architecture. We use, as study case, the convolutional operation behind a non-standard finite element mesh truncation technique in the context of open region electromagnetic wave propagation problems. A total of six parallel algorithms implemented using OpenMP and CUDA have been used to carry out the comparison by leveraging the same levels of parallelism on both types of platforms. Three of the algorithms are presented for the first time in this paper, including a multi-GPU method, and two others are improved versions of algorithms previously developed by some of the authors. This paper presents a thorough experimental evaluation of the parallel algorithms on a radar cross-sectional prediction problem. Results show that performance obtained on the GPU clearly overcomes those obtained in the CPU, much more so if we use multiple GPUs to distribute both data and computations. Accelerations close to 30 have been obtained on the CPU, while with the multi-GPU version accelerations larger than 250 have been achieved.Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. This work has been supported by the Spanish Government PID2020-113656RB-C21, PID2019-106455GB-C21 and by the Valencian Regional Government through PROMETEO/2019/109, as well as the Regional Government of Madrid throughout the project MIMACUHSPACE-CM-UC3M

    GPU Acceleration of a Non-Standard Finite Element Mesh Truncation Technique for Electromagnetics

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    The emergence of General Purpose Graphics Processing Units (GPGPUs) provides new opportunities to accelerate applications involving a large number of regular computations. However, properly leveraging the computational resources of graphical processors is a very challenging task. In this paper, we use this kind of device to parallelize FE-IIEE (Finite Element-Iterative Integral Equation Evaluation), a non-standard finite element mesh truncation technique introduced by two of the authors. This application is computationally very demanding due to the amount, size and complexity of the data involved in the procedure. Besides, an efficient implementation becomes even more difficult if the parallelization has to maintain the complex workflow of the original code. The proposed implementation using CUDA applies different optimization techniques to improve performance. These include leveraging the fastest memories of the GPU and increasing the granularity of the computations to reduce the impact of memory access. We have applied our parallel algorithm to two real radiation and scattering problems demonstrating speedups higher than 140 on a state-of-the-art GPU.This work was supported in part by the Spanish Government under Grant TEC2016-80386-P, Grant TIN2017-82972-R, and Grant ESP2015-68245-C4-1-P, and in part by the Valencian Regional Government under Grant PROMETEO/2019/109

    A Parallel Approach to HRTF Approximation and Interpolation Based on a Parametric Filter Model

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    "© 2017 IEEE. Personal use of this material is permitted. Permissíon from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertisíng or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works."[EN] Spatial audio-rendering techniques using head-related transfer functions (HRTFs) are currently used in many different contexts such as immersive teleconferencing systems, gaming, or 3-D audio reproduction. Since all these applications usually involve real-time constraints, efficient processing structures for HRTF modeling and interpolation are necessary for providing real-time binaural audio solutions. This letter presents a parametric parallel model that allows us to perform HRTF filtering and interpolation efficiently from an input HRTF dataset. The resulting model, which is an adaptation from a recently proposed modeling technique, not only reduces the size of HRTF datasets significantly, but also allows for simplified interpolation and real-time computation over parallel processors. In order to discuss the suitability of this new model, an implementation over a graphic processing unit is presented.This work was supported by the Spanish Ministry of Economy and Competitiveness under Grant TEC2012-37945-C02-02 and FEDER funds and by the UNKP-16-4-III New National Excellence Program of the Hungarian Ministry of Human Capacities. The work of J. A. Belloch was supported by GVA Postdoctoral Contract APOSTD/2016/069.Ramos Peinado, G.; Cobos Serrano, M.; Bank, B.; Belloch Rodríguez, JA. (2017). A Parallel Approach to HRTF Approximation and Interpolation Based on a Parametric Filter Model. IEEE Signal Processing Letters. 24(10):1507-1511. https://doi.org/10.1109/LSP.2017.2741724S15071511241

    Effect of pig slaughter weight on chemical and sensory characteristics of teruel dry-cured ham

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    A preliminary study was carried out with 36 barrows to investigate the effect of slaughter weight (SW; 120, 130 and 140 kg) on chemical, instrumental and sensory characteristics of Teruel drycured ham. The intramuscular fat content tended to increase and salt, potassium nitrate and sodium nitrite contents decreased as SW increased. The panelists detected wider subcutaneous fat and lower cured colour, saltiness, hardness and fibrousness in hams from heavier pigs but no difference was observed on overall quality assessment. In conclusion, pig SW affected some chemical and sensory traits of dry-cured ham, which contributes to increase the heterogeneity.Publishe

    Evaluating the computational performance of the Xilinx Ultrascale+ EG Heterogeneous MPSoC

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    The emergent technology of Multi-Processor System-on-Chip (MPSoC), which combines heterogeneous computing with the high performance of Field Programmable Gate Arrays (FPGAs) is a very interesting platform for a huge number of applications ranging from medical imaging and augmented reality to high-performance computing in space. In this paper, we focus on the Xilinx Zynq UltraScale EG Heterogeneous MPSoC, which is composed of four different processing elements (PE): a dual-core Cortex-R5, a quad-core ARM Cortex-A53, a graphics processing unit (GPU) and a high end FPGA. Proper use of the heterogeneity and the different levels of parallelism of this platform becomes a challenging task. This paper evaluates this platform and each of its PEs to carry out fundamental operations in terms of computational performance. To this end, we evaluate image-based applications and a matrix multiplication kernel. On former, the image-based applications leverage the heterogeneity of the MPSoc and strategically distributes its tasks among both kinds of CPU cores and the FPGA. On the latter, we analyze separately each PE using different matrix multiplication benchmarks in order to assess and compare their performance in terms of MFlops. This kind of operations are being carried out for example in a large number of space-related applications where the MPSoCs are currently gaining momentum. Results stand out the fact that different PEs can collaborate efficiently with the aim of accelerating the computational-demanding tasks of an application. Another important aspect to highlight is that leveraging the parallel OpenBLAS library we achieve up to 12 GFlops with the four Cortex-A53 cores of the platform, which is a considerable performance for this kind of devices.This work has been supported by the Spanish Government through TIN2017-82972-R, ESP2015-68245-C4-1-P, the Valencian Regional Government through PROMETEO/2029/109 and the Universitat Jaume I through UJI-B2019-36. We thank Prof. L. Kosmidis and M. M. Trompouki for providing us the OpenGL ES 2.0 code implementation of the matrix multiplication
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