• Title/Summary/Keyword: software pipeline

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Data Level Parallelism for H.264/AVC Decoder on a Multi-Core Processor and Performance Analysis (멀티코어 프로세서에서의 H.264/AVC 디코더를 위한 데이터 레벨 병렬화 성능 예측 및 분석)

  • Cho, Han-Wook;Jo, Song-Hyun;Song, Yong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.8
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    • pp.102-116
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    • 2009
  • There have been lots of researches for H.264/AVC performance enhancement on a multi-core processor. The enhancement has been performed through parallelization methods. Parallelization methods can be classified into a task-level parallelization method and a data level parallelization method. A task-level parallelization method for H.264/AVC decoder is implemented by dividing H.264/AVC decoder algorithms into pipeline stages. However, it is not suitable for complex and large bitstreams due to poor load-balancing. Considering load-balancing and performance scalability, we propose a horizontal data level parallelization method for H.264/AVC decoder in such a way that threads are assigned to macroblock lines. We develop a mathematical performance expectation model for the proposed parallelization methods. For evaluation of the mathematical performance expectation, we measured the performance with JM 13.2 reference software on ARM11 MPCore Evaluation Board. The cycle-accurate measurement with SoCDesigner Co-verification Environment showed that expected performance and performance scalability of the proposed parallelization method was accurate in relatively high level

Optimized Hardware Design of Deblocking Filter for H.264/AVC (H.264/AVC를 위한 디블록킹 필터의 최적화된 하드웨어 설계)

  • Jung, Youn-Jin;Ryoo, Kwang-Ki
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.1
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    • pp.20-27
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    • 2010
  • This paper describes a design of 5-stage pipelined de-blocking filter with power reduction scheme and proposes a efficient memory architecture and filter order for high performance H.264/AVC Decoder. Generally the de-blocking filter removes block boundary artifacts and enhances image quality. Nevertheless filter has a few disadvantage that it requires a number of memory access and iterated operations because of filter operation for 4 time to one edge. So this paper proposes a optimized filter ordering and efficient hardware architecture for the reduction of memory access and total filter cycles. In proposed filter parallel processing is available because of structured 5-stage pipeline consisted of memory read, threshold decider, pre-calculation, filter operation and write back. Also it can reduce power consumption because it uses a clock gating scheme which disable unnecessary clock switching. Besides total number of filtering cycle is decreased by new filter order. The proposed filter is designed with Verilog-HDL and functionally verified with the whole H.264/AVC decoder using the Modelsim 6.2g simulator. Input vectors are QCIF images generated by JM9.4 standard encoder software. As a result of experiment, it shows that the filter can make about 20% total filter cycles reduction and it requires small transposition buffer size.

A Study on the Efficiency & Limitation of 3D Animation Production Management Using Production Management Tool - Focusing on Shotgun Software & Ftrack (3D 애니메이션 제작 관리를 위한 제작관리도구(Tool)의 효율성 및 한계 - 샷건(Shotgun)과 Ftrack(에프트랙)을 중심으로)

  • Lee, Esther Kkotsongyi
    • Cartoon and Animation Studies
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    • s.49
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    • pp.1-23
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    • 2017
  • 3D animation production has had a pivotal position in current animation industry and the necessity of professional management tool for 3D animation production has claimed due to its sophisticated pipeline from advance of technology and global production partnership trend. Shotgun and Ftrack are providing the most appropriate management toolset for 3D animation management among the extant management tools and the efficiency of Shotgun & Ftrack is identified compared with the traditional document oriented management style. The biggest strength of production management using Shotgun is that all of the production staff can directly participate in the communication on the tools therefore they can share the information on Shotgun & Ftrack in real time without constraint of time and location. Moreover, all the process of the production and the history of the discussion on certain production issues are systematically accrue on the tool so that the production history can be easily tracked. Finally, the production management using tools contributes collecting and analysing the production information for the production management team in studios. However, Shotgun & Ftrack has metadata based retrieval method which cost huge amount of effort by human's manual annotation and it also has the limitation of accuracy. In addition, the fact that studios has to have technical professionals first in order to institute the tools into their studios is the actual difficulty of Korean studios when they want to use management tools for their project. Thus, this paper suggests adopting the content-based retrieval system on the tools and tools' expanded technical service for the studios as the solution of the identified issues.

A Study on the Method of Energy Evaluation in Water Supply Networks (상수관망의 에너지 평가기법에 관한 연구)

  • Kim, Seong-Won;Kim, Dohwan;Choi, Doo Yong;Kim, Juhwan
    • Journal of Korea Water Resources Association
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    • v.46 no.7
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    • pp.745-754
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    • 2013
  • The systematic analysis and evaluation of required energy in the processes of drinking water production and supply have attracted considerable interest considering the need to overcome electricity shortage and control greenhouse gas emissions. On the basis of a review of existing research results, a practical method is developed in this study for evaluating energy in water supply networks. The proposed method can be applied to real water supply systems. A model based on the proposed method is developed by combining the hydraulic analysis results that are obtained using the EPANET2 software with a mathematical energy model on the MATLAB platform. It is suggested that performance indicators can evaluate the inherent efficiency of water supply facilities as well as their operational efficiency depending on the pipeline layout, pipe condition, and leakage level. The developed model is validated by applying it to virtual and real water supply systems. It is expected that the management of electric power demand on the peak time of water supply and the planning of an energy-efficient water supply system can be effectively achieved by the optimal management of energy by the proposed method in this study.

A Study on the Application of Hydraulic Calculations considering the Corrosion Coefficient of Steel Piping for Fire Protection (소방용 강관배관 부식계수를 고려한 수리계산 적용방안에 관한 연구)

  • Mun, Chul-Hwan;Kang, Ho-Jung;Choi, Jae-Wook
    • Fire Science and Engineering
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    • v.34 no.4
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    • pp.69-77
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    • 2020
  • With the recent enlargement and complication of buildings, damage caused by the incidents of fires breaking out are escalating. Consequently, the use of sprinkler facilities is increasing among water-based fire extinguishing systems. Piping materials used in fire prevention systems include carbon steel (for general or pressure pipeline), CPVC, copper, and stainless-steel. Among these, the steel and CPVC pipes, which are commonly employed in fire prevention, were considered for testing the reliability of the water-based systems. This analysis was performed using the PIPENET software to perform hydraulic calculations in order to examine the flow and pressure at the terminal head when the corrosion coefficient was applied; this coefficient was applied considering the aging of pipes. Assuming a uniform pipe diameter in the steel pipes, the rated flow in the pump installed on the first floor of the basement was reduced by over 10% after 20 years had passed (C value of 90); moreover, the reduction in pressure and flow at its terminal head exceeded 30% and 16.5%, respectively. The results indicate that it is difficult to ensure the reliability of these fire prevention facilities. Furthermore, according to our estimation, considering 30 years had passed (C value of 80), the rated flow of the pump was reduced by over 15%, and the corresponding reduction in pressure and flow at its terminal head exceeded 42% and 24%, respectively.

A Study on Tire Surface Defect Detection Method Using Depth Image (깊이 이미지를 이용한 타이어 표면 결함 검출 방법에 관한 연구)

  • Kim, Hyun Suk;Ko, Dong Beom;Lee, Won Gok;Bae, You Suk
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.5
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    • pp.211-220
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    • 2022
  • Recently, research on smart factories triggered by the 4th industrial revolution is being actively conducted. Accordingly, the manufacturing industry is conducting various studies to improve productivity and quality based on deep learning technology with robust performance. This paper is a study on the method of detecting tire surface defects in the visual inspection stage of the tire manufacturing process, and introduces a tire surface defect detection method using a depth image acquired through a 3D camera. The tire surface depth image dealt with in this study has the problem of low contrast caused by the shallow depth of the tire surface and the difference in the reference depth value due to the data acquisition environment. And due to the nature of the manufacturing industry, algorithms with performance that can be processed in real time along with detection performance is required. Therefore, in this paper, we studied a method to normalize the depth image through relatively simple methods so that the tire surface defect detection algorithm does not consist of a complex algorithm pipeline. and conducted a comparative experiment between the general normalization method and the normalization method suggested in this paper using YOLO V3, which could satisfy both detection performance and speed. As a result of the experiment, it is confirmed that the normalization method proposed in this paper improved performance by about 7% based on mAP 0.5, and the method proposed in this paper is effective.

Cross-Lingual Style-Based Title Generation Using Multiple Adapters (다중 어댑터를 이용한 교차 언어 및 스타일 기반의 제목 생성)

  • Yo-Han Park;Yong-Seok Choi;Kong Joo Lee
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.8
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    • pp.341-354
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    • 2023
  • The title of a document is the brief summarization of the document. Readers can easily understand a document if we provide them with its title in their preferred styles and the languages. In this research, we propose a cross-lingual and style-based title generation model using multiple adapters. To train the model, we need a parallel corpus in several languages with different styles. It is quite difficult to construct this kind of parallel corpus; however, a monolingual title generation corpus of the same style can be built easily. Therefore, we apply a zero-shot strategy to generate a title in a different language and with a different style for an input document. A baseline model is Transformer consisting of an encoder and a decoder, pre-trained by several languages. The model is then equipped with multiple adapters for translation, languages, and styles. After the model learns a translation task from parallel corpus, it learns a title generation task from monolingual title generation corpus. When training the model with a task, we only activate an adapter that corresponds to the task. When generating a cross-lingual and style-based title, we only activate adapters that correspond to a target language and a target style. An experimental result shows that our proposed model is only as good as a pipeline model that first translates into a target language and then generates a title. There have been significant changes in natural language generation due to the emergence of large-scale language models. However, research to improve the performance of natural language generation using limited resources and limited data needs to continue. In this regard, this study seeks to explore the significance of such research.

A Study on Korean Speech Animation Generation Employing Deep Learning (딥러닝을 활용한 한국어 스피치 애니메이션 생성에 관한 고찰)

  • Suk Chan Kang;Dong Ju Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.10
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    • pp.461-470
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    • 2023
  • While speech animation generation employing deep learning has been actively researched for English, there has been no prior work for Korean. Given the fact, this paper for the very first time employs supervised deep learning to generate Korean speech animation. By doing so, we find out the significant effect of deep learning being able to make speech animation research come down to speech recognition research which is the predominating technique. Also, we study the way to make best use of the effect for Korean speech animation generation. The effect can contribute to efficiently and efficaciously revitalizing the recently inactive Korean speech animation research, by clarifying the top priority research target. This paper performs this process: (i) it chooses blendshape animation technique, (ii) implements the deep-learning model in the master-servant pipeline of the automatic speech recognition (ASR) module and the facial action coding (FAC) module, (iii) makes Korean speech facial motion capture dataset, (iv) prepares two comparison deep learning models (one model adopts the English ASR module, the other model adopts the Korean ASR module, however both models adopt the same basic structure for their FAC modules), and (v) train the FAC modules of both models dependently on their ASR modules. The user study demonstrates that the model which adopts the Korean ASR module and dependently trains its FAC module (getting 4.2/5.0 points) generates decisively much more natural Korean speech animations than the model which adopts the English ASR module and dependently trains its FAC module (getting 2.7/5.0 points). The result confirms the aforementioned effect showing that the quality of the Korean speech animation comes down to the accuracy of Korean ASR.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.