• Title/Summary/Keyword: image cache

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Study of a Low-power Error Correction Circuit for Image Processing (L2 캐시 저 전력 영상 처리를 위한 오류 정정 회로 연구)

  • Lee, Sang-Jun;Park, Jong-Su;Jeon, Ho-Yun;Lee, Yong-Surk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.10C
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    • pp.798-804
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    • 2008
  • This paper proposes a low-power circuit for detecting and correcting L2 cache errors during microprocessor data image processing. A simplescalar-ARM is used to analyze input and output data by accessing the microprocessor's L2 cache during image processing in terms of the data input and output frequency as well as the variation of each bit for 32-bit processing. The circuit is implemented based on an H-matrix capable of achieving low power consumption by extracting bits with small and large amounts of variation and allocating bits with similarities in variation. Simulation is performed using H-spice to compare power consumption of the proposed circuit to the odd-weight-column code used in a conventional microprocessor. The experimental results indicated that the proposed circuit reduced power consumption by 17% compared to the odd-weight-column code.

Image-Based Relighting Rendering System (영상 기반 실시간 재조명 렌더링 시스템)

  • Kim, Soon-Hyun;Lee, Joo-Haeng;Kyung, Min-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.25-31
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    • 2007
  • We develop an interactive relighting renderer allowing camera view changes based on a deep-frame buffer approach. The renderer first caches the rendering parameters for a given 3D scene in an auxiliary buffer with the same size of the output image. The rendering parameters independent from light changes are selected from the shading models used for shading pixels. Next, as the user interactively edits one light at one time, the relighting renderer instantly re-shades each pixel by updating the contribution of the changed light with the shading parameters cached in the deep-frame buffer. When the camera moves, the cache values should be re-computed because the currently cached values become obsolete. We present a novel method to synthesize them quickly from the cache images of the user specified cameras by using an image-based technique. This computations are all performed on GPU to achieve real-time performance.

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A Strategy To Reduce Network Traffic Using Two-layered Cache Servers for Continuous Media Data on the Wide Area Network (이중 캐쉬 서버를 사용한 실시간 데이터의 좡대역 네트워크 대역폭 감소 정책)

  • Park, Yong-Woon;Beak, Kun-Hyo;Chung, Ki-Dong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.10
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    • pp.3262-3271
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    • 2000
  • Continuous media objects, due to large volume and real-time consiraints in their delivery,are likely to consume much network andwidth Generally, proxy servers are used to hold the fiequently requested objects so as to reduce the network traffic to the central server but most of them are designed for text and image dae that they do not go well with continuous media data. So, in this paper, we propose a two-layered network cache management policy for continuous media object delivery on the wide area networks. With the proposed cache management scheme,in cach LAN, there exists one LAN cache and each LAN is further devided into a group of sub-LANs, each of which also has its own sub-LAN eache. Further, each object is also partitioned into two parts the front-end and rear-end partition. they can be loaded in the same cache or separately in different network caches according to their access frequencics. By doing so, cache replacement overhead could be educed as compared to the case of the full size daa allocation and replacement , this eventually reduces the backbone network traffic to the origin server.

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Implementation of DCT using Bit Slice Signal Processor (BIT SLICE SIGNAL PROCESSOR를 이용한 DCT의 구현)

  • Kim, Dong-L.;Go, Seok-B.;Paek, Seung-K.;Lee, Tae-S.;Min, Byong-G.
    • Proceedings of the KIEE Conference
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    • 1987.07b
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    • pp.1449-1453
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    • 1987
  • A microprogrammable Bit Slice Sinal Processor for image processing is implemented. Processing speed is increased by the parallelism in horizontal microprogram using 120bits microcode, pipelined architecture, 2 bank memory switching that interfaces with the Host through DMA, a variable clock control, overflow checking H/W,look-up table method and cache memory. With this processor, a DCT algorithm which uses 2-D FFT is performed. The execution time for $512{\times}512{\times}8$ image is 12 sec when 16 bit operation is runned, and the recovered image has acceptable quality with MSE 0.276%.

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A 3-D Vision Sensor Implementation on Multiple DSPs TMS320C31 (다중 TMS320C31 DSP를 사용한 3-D 비젼센서 Implementation)

  • Oksenhendler, V.;Bensrhair, Abdelaziz;Miche, Pierre;Lee, Sang-Goog
    • Journal of Sensor Science and Technology
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    • v.7 no.2
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    • pp.124-130
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    • 1998
  • High-speed 3D vision systems are essential for autonomous robot or vehicle control applications. In our study, a stereo vision process has been developed. It consists of three steps : extraction of edges in right and left images, matching corresponding edges and calculation of the 3D map. This process is implemented in a VME 150/40 Imaging Technology vision system. It is a modular system composed by a display, an acquisition, a four Mbytes image frame memory, and three computational cards. Programmable accelerator computational modules are running at 40 MHz and are based on TMS320C31 DSP with a $64{\times}32$ bit instruction cache and two $1024{\times}32$ bit internal RAMs. Each is equipped with 512 Kbytes static RAM, 4 Mbytes image memory, 1 Mbytes flash EEPROM and a serial port. Data transfers and communications between modules are provided by three 8 bit global video bus, and three local configurable pipeline 8 bit video bus. The VME bus is dedicated to system management. Tasks between DSPs are distributed as follows: two DSPs are used to edges detection, one for the right image and the other for the left one. The last processor computes the matching process and the 3D calculation. With $512{\times}512$ pixels images, this sensor generates dense 3D maps at a rate of about 1 Hz depending of the scene complexity. Results can surely be improved by using a special suited multiprocessors cards.

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In-depth Analysis and Performance Improvement of a Flash Disk-based Matrix Transposition Algorithm (플래시 디스크 기반 행렬전치 알고리즘 심층 분석 및 성능개선)

  • Lee, Hyung-Bong;Chung, Tae-Yun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.12 no.6
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    • pp.377-384
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    • 2017
  • The scope of the matrix application is so broad that it can not be limited. A typical matrix application area in computer science is image processing. Particularly, radar scanning equipment implemented on a small embedded system requires real-time matrix transposition for image processing, and since its memory size is small, a general matrix transposition algorithm can not be applied. In this case, matrix transposition must be done in disk space, such as flash disk, using a limited memory buffer. In this paper, we analyze and improve a recently published flash disk-based matrix transposition algorithm named as asymmetric sub-matrix transposition algorithm. The performance analysis shows that the asymmetric sub-matrix transposition algorithm has lower performance than the conventional sub-matrix transposition algorithm, but the improved asymmetric sub-matrix transposition algorithm is superior to the sub-matrix transposition algorithm in 13 of the 16 experimental data.

Relighting 3D Scenes with a Continuously Moving Camera

  • Kim, Soon-Hyun;Kyung, Min-Ho;Lee, Joo-Haeng
    • ETRI Journal
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    • v.31 no.4
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    • pp.429-437
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    • 2009
  • This paper proposes a novel technique for 3D scene relighting with interactive viewpoint changes. The proposed technique is based on a deep framebuffer framework for fast relighting computation which adopts image-based techniques to provide arbitrary view-changing. In the preprocessing stage, the shading parameters required for the surface shaders, such as surface color, normal, depth, ambient/diffuse/specular coefficients, and roughness, are cached into multiple deep framebuffers generated by several caching cameras which are created in an automatic manner. When the user designs the lighting setup, the relighting renderer builds a map to connect a screen pixel for the current rendering camera to the corresponding deep framebuffer pixel and then computes illumination at each pixel with the cache values taken from the deep framebuffers. All the relighting computations except the deep framebuffer pre-computation are carried out at interactive rates by the GPU.

Cell-Based Wavelet Compression Method for Volume Data (볼륨 데이터를 위한 셀 기반 웨이브릿 압축 기법)

  • Kim, Tae-Yeong;Sin, Yeong-Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.11
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    • pp.1285-1295
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    • 1999
  • 본 논문은 방대한 크기의 볼륨 데이타를 효율적으로 렌더링하기 위한 셀 기반 웨이브릿 압축 방법을 제시한다. 이 방법은 볼륨을 작은 크기의 셀로 나누고, 셀 단위로 웨이브릿 변환을 한 다음 복원 순서에 따른 런-길이(run-length) 인코딩을 수행하여 높은 압축율과 빠른 복원을 제공한다. 또한 최근 복원 정보를 캐쉬 자료 구조에 효율적으로 저장하여 복원 시간을 단축시키고, 에러 임계치의 정규화로 비정규화된 웨이브릿 압축보다 빠른 속도로 정규화된 압축과 같은 고화질의 이미지를 생성하였다. 본 연구의 성능을 평가하기 위하여 {{}} 해상도의 볼륨 데이타를 압축하여 쉬어-? 분해(shear-warp factorization) 알고리즘에 적용한 결과, 손상이 거의 없는 상태로 약 27:1의 압축율이 얻어졌고, 약 3초의 렌더링 시간이 걸렸다.Abstract This paper presents an efficient cell-based wavelet compression method of large volume data. Volume data is divided into individual cell of {{}} voxels, and then wavelet transform is applied to each cell. The transformed cell is run-length encoded according to the reconstruction order resulting in a fairly good compression ratio and fast reconstruction. A cache structure is used to speed up the process of reconstruction and a threshold normalization scheme is presented to produce a higher quality rendered image. We have combined our compression method with shear-warp factorization, which is an accelerated volume rendering algorithm. Experimental results show the space requirement to be about 27:1 and the rendering time to be about 3 seconds for {{}} data sets while preserving the quality of an image as like as using original data.

Efficient Maximum Intensity Projection using SIMD Instruction and Streaming Memory Transfer (단일 명령 복수 데이터 연산과 순차적 메모리 참조를 이용한 효율적인 최대 휘소 투영 볼륨 가시화)

  • Kye, Hee-Won
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.512-520
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    • 2009
  • Maximum intensity projection (MIP) is a volume rendering method which extracts maximum values along the viewing direction through volume data. It visualizes high-density structures, such as angio-graphic datasets so that it is frequently used in medical imaging systems. We have proposed an efficient two-step MIP acceleration method that uses the recent CPUs. First, we exploited SIMD instructions to reduce conditional branch instructions which take up a considerable part of whole rendering process, so that we improved rendering speed. Second, we proposed a new method, which accesses volume and image data successively by modifying the shear-warp rendering. This method improves memory access patterns so that cache misses are reduced. Using the current CPUs, our method improved the rendering speed by a factor of 7 than that of the shear-warp rendering.

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Adaptive Image Converting for More Efficient Mobile Web Service (모바일 웹 서비스를 효율적으로 제공하기 위한 적응적 이미지 변환 기법)

  • Sim, Kun-Ho;Ko, Hee-Ae;Kim, Jong-Keun;Zhao, Mei-Hua;Lim, Yung-Hwan
    • Journal of Internet Computing and Services
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    • v.12 no.2
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    • pp.37-46
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    • 2011
  • The importance of data service with mobile is becoming more and more significant with the development of wireless network. However, due to the several type of mobile devices and contents, there is a problem that mobile contents should be edited according to the features of the mobile devices and the service providers. Fortunately, there is some solutions that convert mobile contents automatically according to mobile operator. Nevertheless, it has some issues that the response time of content service is delayed when converting mobile contents in real-time. In this paper, we propose an image cache replacement algorithm for minizing the volume of the real-time image transformation. Also, using both of the pre-conversion method and the real-time conversion method to improve storage space and response time.