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Finding Body Parts with Vector Processing. Cynthia Bruyns Bryan Feldman CS 252. Introduction. Take existing algorithm for tracking human motion, speed up by computing on the GPU. Demonstrate that many vision algorithms are prime candidates for using vector processing. Demo.
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Finding Body Parts with Vector Processing Cynthia Bruyns Bryan Feldman CS 252
Introduction • Take existing algorithm for tracking human motion, speed up by computing on the GPU. • Demonstrate that many vision algorithms are prime candidates for using vector processing
Demo Results after false candidates have been removed
Vision Algorithms • Often computationally expensive-searching over many pixels for objects at many orientations and scales • E.g. • [((1024x768)pix)x3colors]x[12orientations]x[5 scales] • Very often the case that highly parallizable
Limb Finding • Goal – find candidate limbs • Limbs look like long dark rectangles on light backgrounds or long light things on dark backgrounds
x Algorithm specifics 1. Convolution with filter convolve using FFT • Response indicates how much pixels go from low to high intensity • Convolve over all three color channels so as to not miss red – blue of same intensity *
x x respconv x resplimb -respconv Algorithm specifics 2. For every pixel location get respconv from “left” and “right”, put into new matrix resplimb x
.75 .98 .98 .98 .75 .98 .98 .98 .78 .98 .98 .98 .78 .87 .23 .23 Algorithm specifics 3. Find local maximums – for every pixel replace with max. of local neighbors. If resplimb=locMax it’s a max .50 .25 .40 .23 .75 .41 .98 .75 .11 .43 .15 .23 .78 .34 .13 .15 resplimb locMax
GPU • It’s a good choice because each operation is per pixel – SIMD-like • Data stored in texture buffers equivalent to local cache • Clean instruction set and developing interface language to exploit vector operations • Justify your gaming habits
Framebuffer FramebufferOperations FragmentProcessor VertexProcessor Assembly &Rasterization Application Textures GPU dataflow model • Hardware supports several data types for bandwidth optimization, i.e. 32 bit floating point, half etc. • Data passed to main memory stages via binding
Fragment processor has high resource limits • 1024 instructions • 512 constants or uniform parameters • Each constant counts as one instruction • 16 texture units • Reuse as many times as desired • No branching • But, can do a lot with condition codes • No indexed reads from registers • Use texture reads instead • No memory writes
Image Cylinder Program Convolution Program Find Max Program For each orientation to search FFT Fragment program Mask FFT Fragment program The algorithm • Draw invokes the fragment programs • The texture becomes a data structure – use two for framebuffers to avoid RAW hazzards
Results • Mask size fixed (22x13) vary image size (CPU-2.53 GHz P4 GPU Nvidia FX5900) *Additional GPU optimizations possible
Results – log scale • Mask size fixed (22x13) vary image size 252.1 sec 42.7 sec (CPU-2.53 GHz P4 GPU Nvidia FX5900) *Additional GPU optimizations possible
Results • Image size fixed (512x512) vary mask size Varying mask sizes allow for varying limb sizes on same image
Comments • GPU and image processing are a good match • Time to move memory from CPU to GPU is cumbersome – but can be overcome • Non-uniformity of installations, products, exact specifications are hearsay
Acknowledgements • Kenneth Moreland • Deva Ramanan • Okan Arikan