Connected Component Labeling (CCL) is a type of basic images analysis, and it is used by many applications. This paper proposes a new parallel algorithm of CCL with GPU architecture for the binary image. We improved t...
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Connected Component Labeling (CCL) is a type of basic images analysis, and it is used by many applications. This paper proposes a new parallel algorithm of CCL with GPU architecture for the binary image. We improved the Union-Find technique of CCL using GPGPU and developed the parallel algorithm to run fast in divided areas of each one line. We compared proposed algorithm with Union-Find technique and the Label Equivalence technique by an experiment using the CUDA. Our approach was a 1.61x speedup compared with Union-find when runs on the large image.
Wearable devices have emerging in last years with diverse applications for provide user convenience. Health care, sports, safety are some examples of areas in which wearable devices have been applied. This paper descr...
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Wearable devices have emerging in last years with diverse applications for provide user convenience. Health care, sports, safety are some examples of areas in which wearable devices have been applied. This paper describes an overview about wearable architectures found in the literature and presents a novel wearable for monitoring ecological environments. The wearable is composed of a Head-UP Display (HUD) assembled with Google Cardboard API and sensors connected to a development board. Our wearable device provides several functionalities such as distance measurement to objects and weather conditions monitoring. Camera and green lasers combined with a digital imageprocessing algorithm are used to measure the distance to objects. Our system is evaluated in different development boards.
This paper presents a real-time duplex synthetic aperture imaging system, implemented on a commercially available tablet. This includes real-time wireless reception of ultrasound signals and GPU processing for B-mode ...
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ISBN:
(纸本)9781479981830
This paper presents a real-time duplex synthetic aperture imaging system, implemented on a commercially available tablet. This includes real-time wireless reception of ultrasound signals and GPU processing for B-mode and Color Flow Imaging (CFM). The objective of the work is to investigate the implementation complexity and processing demands. The imageprocessing is performed using the principle of Synthetic Aperture Sequential Beamforming (SASB) and the flow estimator is implemented using the cross-correlation estimator. Results are evaluated using a HTC Nexus 9 tablet and a BK Medical BK3000 ultrasound scanner emulating a wireless probe. The duplex imaging setup consists of interleaved B-mode and CFM frames. The required data throughput for real-time imaging is 36.1 MB/s. The measured data throughput peaked at 39.562 MB/s, covering the requirement for real-time data transfer and overhead in the TCP/IP protocol. Benchmarking of real-time imaging showed a total processing time of 25.7 ms (39 frames/s) which is less than the acquisition time (29.4 ms). In conclusion, the proposed implementation demonstrates that both B-mode and CFM can be executed in-time for real-time ultrasound imaging and that the required bandwidth between the probe and processing unit is within the current Wi-Fi standards.
We describe an efficient GPU algorithm which extracts multiple contours from an image. The algorithm uses crack codes to generate contours which sit logically between adjacent image values; it works scan line by scan ...
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We describe an efficient GPU algorithm which extracts multiple contours from an image. The algorithm uses crack codes to generate contours which sit logically between adjacent image values; it works scan line by scan line and it can generate multiple contours in parallel with an image streamed directly from a camera. Whilst specifically targeted at detecting object contours in stereo disparity maps, it can also be used for general segmentation with a trivial change to the code generating the crack code masks. Using a480 ALU 1.4 GHz nVidia GPU, it can generate ~ 25000 contours from a real 2048 × 768 resolution 128 level disparity map image in ~ 29 ms if the contours are further processed in the GPU (additional ~5 ms to calculate shape moments) or ~ 39 ms if contours are transferred to the host. This is ~ 40 times faster than an OpenCV CPU implementation.
This paper presents a non-assisted method for procedural generation of 3D canyon scenes. Our approach combines techniques of computergraphics, computer vision, imageprocessing and graph search algorithms. Our main c...
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ISBN:
(纸本)9781479942602
This paper presents a non-assisted method for procedural generation of 3D canyon scenes. Our approach combines techniques of computergraphics, computer vision, imageprocessing and graph search algorithms. Our main contribution is a generation approach that uses noise-generated heightmaps that are carefully transformed and manipulated by data clustering (through the Mean Shift algorithm) and image operations in order to mimic the observed geological features of real canyons. Several parameters are used to guide and constrain the generation of terrains, canyon features, course and shape of rivers, plain areas, soft slope regions, cliffs and plateaus.
Efficient terrain coding is necessary for large terrain real-time rendering on mobile devices. This paper is devoted to developing terrain compression algorithms so that large terrain can be rendered in real-time on m...
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Efficient terrain coding is necessary for large terrain real-time rendering on mobile devices. This paper is devoted to developing terrain compression algorithms so that large terrain can be rendered in real-time on mobile devices based on in-core memory. It presents lightweight compression techniques, namely binLBT+SPIHT and SPITH for efficient terrain digital elevation model (DEM) coding and shows the applications of ETC2 method for terrain texture coding for rendering on mobile devices. For DEM, terrain residual data is obtained and compressed in an integer lapped biorthogonal transform (binLBT) with lifting scheme followed by SPIHT (set partitioning in hierarchical trees) coder, or the terrain residual data is coded by SPIHT directly. For terrain texture, texture blocks are obtained by dividing the original large texture image, and each texture block is compressed by ETC2. Compression performances and reconstruction errors are compared in different parameters for binLBT+SPIHT, SPIHT and more wavelet coders. Based on these algorithms, we developed an interactive browse system of terrain data on mobile devices, using OpenGL ES 3.0, C++, NDK and so on. The tests on Puget Sound Terrain data with size 16384×16384 show that rendering achieves about 50 frames/sec.
This paper proposes an effective image inpainting method for Depth-image-Based Rendering (DIBR) synthesized images technique to solve disocclusion holes problems in texture images and their respective depth maps. Diso...
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This paper proposes an effective image inpainting method for Depth-image-Based Rendering (DIBR) synthesized images technique to solve disocclusion holes problems in texture images and their respective depth maps. Disoccluded areas, or holes, are classified depending on the size of the hole, being more critical those that appear in the border of the objects, normally between two great depth value differences. Exemplar-based inpainting contains the essential process required to replicate texture and structure for large dissocluded area. The proposed technique focus on preprocessing to improve gradient detection using sobel algorithm followed by a depth-aided exemplar-based technique gives encouraging results.
Huffman coding algorithm is widely used for seismic data compression because it offers good performance in terms of compression ratio. The algorithm compresses the data by assigning shorter code-words to the most freq...
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Huffman coding algorithm is widely used for seismic data compression because it offers good performance in terms of compression ratio. The algorithm compresses the data by assigning shorter code-words to the most frequent symbols, while the other symbols have longer code-words. It is difficult to accelerate the decoding process by exploiting the parallel architectures because the variable length of the code-words makes this process highly sequential. We propose a strategy that uses packets with headers to save the encoded data. This strategy forces the alignment of code-words at packet boundaries, allowing us to parallelize the decoding process. The parallel Huffman decoder was implemented on a GeForce GTX660 GPU and tested using different seismic datasets supplied by an oil company. Comparisons in terms of throughput (i.e. decoded data per second) suggest that our work is superior to other implementations. Experimental results allowed us to establish how the proposed strategy affects the compression ratio and how the number of threads per block affects the performance of the algorithm. Additionally, we show how the throughput is related with the compression ratio.
This paper presents a new parallel implementation of a previously hyperspectral coded aperture (HYCA) algorithm for compressive sensing on graphicsprocessing units (GPUs). HYCA method combines the ideas of spectral u...
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This paper presents a new parallel implementation of a previously hyperspectral coded aperture (HYCA) algorithm for compressive sensing on graphicsprocessing units (GPUs). HYCA method combines the ideas of spectral unmixing and compressive sensing exploiting the high spatial correlation that can be observed in the data and the generally low number of endmembers needed in order to explain the data. The proposed implementation exploits the GPU architecture at low level, thus taking full advantage of the computational power of GPUs using shared memory and coalesced accesses to memory. The proposed algorithm is evaluated not only in terms of reconstruction error but also in terms of computational performance using two different GPU architectures by NVIDIA: GeForce GTX 590 and GeForce GTX TITAN. Experimental results using real data reveals signficant speedups up with regards to serial implementation.
Visualization of large-scale simulations running on supercomputers requires ultra-high resolution images to capture important features in the data. In this work, we present a system for streaming ultra-high resolution...
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Visualization of large-scale simulations running on supercomputers requires ultra-high resolution images to capture important features in the data. In this work, we present a system for streaming ultra-high resolution images from a visualization cluster to a remote tiled display at nearly interactive frame rates. vl3, a modular framework for large scale data visualization and analysis, provides the backbone of our implementation. With this system we are able to stream over the network volume renderings of a 20483 voxel dataset at a resolution of 6144×3072 pixels with a frame rate of approximately 3.3 frames per second.
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