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研究生:楊復凱
研究生(外文):Yang, Fu-Kai
論文名稱:MPEG視點合成參考軟體 於NVIDIA CUDA之加速與改進
論文名稱(外文):Acceleration and Improvement of MPEG View Synthesis Reference Software on NVIDIA CUDA
指導教授:杭學鳴蔡彰哲蔡彰哲引用關係
指導教授(外文):Hang, Hsueh-MingTsai ,Jang-Jer
學位類別:碩士
校院名稱:國立交通大學
系所名稱:電子研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2012
畢業學年度:100
語文別:中文
論文頁數:93
中文關鍵詞:視點合成統一計算架構景深映射紋理映射內部填補視點合成參考軟體
外文關鍵詞:View SynthesisCompute Unified Device Architecture (CUDA)Depth MappingTexture MappingIntra Hole FillingVSRS
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隨著立體影像技術的盛行,自由視點視訊(FTV, Free Viewpoint Television)成為熱門的研究主題。任意視點合成為一關鍵技術,其中視點合成的即時輸出和複雜度降低為重要技術議題。由於NVIDIA 公司提出之Compute Unified Device Architecture (CUDA)平台能有效的處理資料密集型的應用程式,因此我們將MPEG提供的視點合成參考軟體 (View Synthesis Reference Software, VSRS)[2]移植至此架構上。為了在CUDA平台上實現VSRS,必須加強VSRS的平行度。在實作過程中,我們兼顧平行度與影像品質。首先,我們提出內部空洞填補(Intra Hole Filling)方法,取代原本中值濾波器的方法。此外,我們為了減少資料的相依性,透過CUDA 執行緒對資料做適宜的分割,並且重新安排資料執行順序,以減少分支指令。綜合上述技巧,我們節省超過94%的計算時間,並且得到類似的影像品質。
With the prosperity of 3D technology, Free Viewpoint Television (FTV) becomes a popular research topic. “View Synthesis” is a key step in FTV. There are some important and to-be-solved issues such as real-time operation and complexity reduction. NVIDIA Compute Unified Device Architecture (CUDA) is an effective platform in handling data-intensive applications. To implement the MPEG view synthesis reference software (VSRS) on CUDA, we parallelize the VSRS structure. In the meanwhile, our proposed parallel scheme improves the picture quality. We first propose an intra hole filling scheme to replace the original median filter. Then, to avoid data dependence we properly partition the data so that they can be processed by the parallel GPU threads. Also, we rearrange the data processing order in the threads to reduce branching instructions. Combining these techniques together, we save more than 94% computing time and achieve a similar image quality.
Chapter 1 緒論 1
1.1 研究背景 1
1.2 研究動機及貢獻 2
1.3 論文大綱 3
Chapter 2 CUDA的概述 5
2.1 使用GPU進行通用運算 5
2.1.1 GPU與CPU 5
2.1.2 CUDA的簡介 7
2.2 CUDA應用程式編譯過程 7
2.3 CUDA硬體架構 10
2.4 SIMT編譯模型 12
2.5 CUDA程式設計範例 13
Chapter 3 簡介MPEG 3D Video Coding 參考軟體 15
3.1 MPEG 3D Video Coding 概述 15
3.2 極平面圖像概述 16
3.2.1 立體影像系統 16
3.2.2 極平面圖像和三維空間的關係 17
3.3 景深估測參考軟體概述 19
3.4 視點合成演算法概述 21
3.4.1 視點合成軟體概述 21
3.4.2 VSRS演算法步驟 22
3.5 視點合成參考軟體介紹 25
3.5.1 軟體平台概述 25
3.5.2 品質測試指標 27
3.5.3 MPEG 測試影像介紹 28
3.5.4 測試影片在VSRS的效能測試 29
Chapter 4 景深修正(Depth Refinement) 31
4.1 景深修正演算法概述 31
4.1.1 景深圖上符號的說明 31
4.1.2 前景填補洞(Forward Hole Filling ) 32
4.1.3 背景填補洞(Background Hole Filling ) 34
4.1.4 不同的填補方法在測試影像上的分析 36
4.1.4.1 前景補償在真實影像數值分析 37
4.1.4.2 背景補償在真實影像數值分析 41
4.1.5 分析與討論 46
4.2 基於景深修正視點合成演算法設計 47
4.2.1 效能的比較 49
4.2.2 不同景深圖修補方式對合成結果的表現 51
Chapter 5 視點合成平行化設計 61
5.1 視點合成平行化概述 61
5.2 資料相依的問題 62
5.2.1 景深映射上資料的相依性 63
5.2.2 紋理映射上資料的相依性 64
5.2.3 資料相依性在真實影像上的影響 65
5.3 利用執行緒的安排解決競逐的問題 68
5.4 景深映射利用極平面特性加速 70
5.5 景深圖內部填補平行化 72
Chapter 6 實驗與結果 75
6.1 測試平台環境描述 75
6.2 Depth Refinement效能分析 76
6.3 整體效能分析 78
6.4 影像相似度百分比 81
6.5 結果與討論: 85
Chapter 7 結論與未來工作 87
7.1 結論 87
7.2 未來工作 88

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