• Title/Summary/Keyword: 멀티 쓰레드

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High Resolution Depth-map Estimation in Real-time using Efficient Multi-threading (효율적인 멀티 쓰레딩을 이용한 고해상도 깊이지도의 실시간 획득)

  • Cho, Chil-Suk;Jun, Ji-In;Choo, Hyon-Gon;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.17 no.6
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    • pp.945-953
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    • 2012
  • A depth map can be obtained by projecting/capturing patterns of stripes using a projector-camera system and analyzing the geometric relationship between the projected patterns and the captured patterns. This is usually called structured light technique. In this paper, we propose a new multi-threading scheme for accelerating a conventional structured light technique. On CPUs and GPUs, multi-threading can be implemented by using OpenMP and CUDA, respectively. However, the problem is that their performance changes according to the computational conditions of partial processes of a structured light technique. In other words, OpenMP (using multiple CPUs) outperformed CUDA (using multiple GPUs) in partial processes such as pattern decoding and depth estimation. In contrast, CUDA outperformed OpenMP in partial processes such as rectification and pattern segmentation. Therefore, we carefully analyze the computational conditions where each outperforms the other and do use the better one in the related conditions. As a result, the proposed method can estimate a depth map in a speed of over 25 fps on $1280{\times}800$ images.

Stackless Thread Scheme for Space Constrained Sensor Operating Systems (공간 제약적인 센서 운영체제를 위한 스택리스 쓰레드 기법)

  • Yi Sang-Ho;Cu Bon-Cheol;Min Hong;Heo Jun-Young;Kim Yong-Tae;Cho Yoo-Kun;Hong Ji-Man
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.253-255
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    • 2006
  • 무선 센서 네트워크는 수백 혹은 수천 개의 무선 센서 노드들로 이루어지고 센서 노드의 플랫폼은 비용 효율성 때문에 매우 제한적인 메모리 공간을 지닌다. 이러한 센서 노드들은 자연의 정보를 수집하고, 이웃 노드들끼리 통신하며, 정보를 가공하여 사용자에게 실시간으로 전달하는 기능을 담당한다. 따라서 무선 센서 네트워크를 위한 센서 운영체제는 공간 효율적이고 다수의 작업들을 실시간으로 처리할 수 있는 멀티 쓰레드 기법이 필요하다. 본 논문에서는 공간 제약적인 센서 운영체제를 위한 스택리스 쓰레드 기법을 제안한다. 제안한 기법을 사용하면, 기존의 스택기반 쓰레드를 사용하는 것보다 메모리 공간의 사용량을 절감지킬 수 있다. 본 논문의 비교 실험 결과를 통하여, 제안한 기법을 사용하는 것이 기존의 방법보다 메모리 사용량을 상당히 줄일 수 있음을 보인다.

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Implementation of high performance parallel LU factorization program for multi-threads on GPGPUs (GPGPU의 멀티 쓰레드를 활용한 고성능 병렬 LU 분해 프로그램의 구현)

  • Shin, Bong-Hi;Kim, Young-Tae
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.131-137
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    • 2011
  • GPUs were originally designed for graphic processing, and GPGPUs are general-purpose GPUs for numerical computation with high performance and low electric power. In this paper, we implemented the parallel LU factorization program for GPGPUs. In CUDA, which is computational environment for Nvidia GPGPUs, domains are divided into blocks, and multi-threads compute each sub-blocks Simultaneously. In LU factorization program, computation order should be artificially decided due to the data dependence. To resolve the data dependancy, we suggested a parallel LU program for GPGPUs, and also explained parallel reduction algorithm for partial pivoting of LU factorization. We finally present performance analysis to show efficiency of the parallel LU factorization program based on multi-threads on GPGPUs.

Multithread design of Enterprise Java Beans (EJB에서의 멀티 쓰레드 디자인)

  • 이영지;김태윤
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10c
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    • pp.526-528
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    • 2001
  • EJB는 Sun사에서 발표한 분산 객체 구조에 맞는 서버쪽 컴포넌트 아키텍쳐이다. EJB를 사용하면 다중 네트워크 환경에서 애플리케이tus의 디자인과 개발, 배포가 쉬워진다. 개발자는 하부 사항에 대해 신경쓰지 않고 상위 레벨에서 애플리케이션을 설계할 수 있다. EJB 1.1 명세서는 그러한 내용을 나타내고 있는 명세서이다. 하지만 이 명세에서는 멀티 스레드를 허용하지 않는다. 멀티 스레드는 프로그래밍에서 상당히 유용한 것으로 멀티 스레드를 사용하면 다른 오브젝트에 영향을 주지 않으면서 작업을 수행할 수 있는 등 여러 가지 이점이 많다. 본 논문에서는 이러한 이점을 살려서 명세서에 따르면서 멀티 스레드를 생성하는 방법에 대해 알아보고자 한다. 본 논문에서 제시하는 방법은 3가지이고 각각 장단점이 따른다 .

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QoS-Aware Power Management of Mobile Games with High-Load Threads (CPU 부하가 큰 쓰레드를 가진 모바일 게임에서 QoS를 고려한 전력관리 기법)

  • Kim, Minsung;Kim, Jihong
    • KIISE Transactions on Computing Practices
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    • v.23 no.5
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    • pp.328-333
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    • 2017
  • Mobile game apps, which are popular in various mobile devices, tend to be power-hungry and rapidly drain the device's battery. Since a long battery lifetime is a key design requirement of mobile devices, reducing the power consumption of mobile game apps has become an important research topic. In this paper, we investigate the power consumption characteristics of popular mobile games with multiple threads, focusing on the inter-thread. From our power measurement study of popular mobile game apps, we observed that some of these apps have abnormally high-load threads that barely affect the user's gaming experience, despite the high energy consumption. In order to reduce the wasted power from these abnormal threads, we propose a novel technique that detects such abnormal threads during run time and reduces their power consumption without degrading user experience. Our experimental results on an Android smartphone show that the proposed technique can reduce the energy consumption of mobile game apps by up to 58% without any negative impact on the user's gaming experience.

A Function-characteristic Aware Thread-mapping Strategy for an SEDA-based Message Processor in Multi-core Environments (멀티코어 환경에서 SEDA 기반 메시지 처리기의 수행함수 특성을 고려한 쓰레드 매핑 기법)

  • Kang, Heeeun;Park, Sungyong;Lee, Younjeong;Jee, Seungbae
    • Journal of KIISE
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    • v.44 no.1
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    • pp.13-20
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    • 2017
  • A message processor is server software that receives various message formats from clients, creates the corresponding threads to process them, and lastly delivers the results to the destination. Considering that each function of an SEDA-based message processor has its own characteristics such as CPU-bound or IO-bound, this paper proposes a thread-mapping strategy called "FC-TM" (function-characteristic aware thread mapping) that schedules the threads to the cores based on the function characteristics in multi-core environments. This paper assumes that message-processor functions are static in the sense that they are pre-defined when the message processor is built; therefore, we profile each function in advance and map each thread to a core using the information in order to maximize the throughput. The benchmarking results show that the throughput increased by up to a maximum of 72 % compared with the previous studies when the ratio of the IO-bound functions to the CPU-bound functions exceeds a certain percentage.

Performance Analysis and Characterization of Multi-Core Servers (멀티-코어 서버의 성능 분석 및 특성화)

  • Lee, Myung-Ho;Kang, Jun-Suk
    • The KIPS Transactions:PartA
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    • v.15A no.5
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    • pp.259-268
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    • 2008
  • Multi-Core processors have become main-stream microprocessors in recent years. Servers based on these multi-core processors are widely adopted in High Performance Computing (HPC) and commercial business applications as well. These servers provide increased level of parallelism, thus can potentially boost the performance for applications. However, the shared resources among multiple cores on the same chip can become hot spots and act as performance bottlenecks. Therefore it is essential to optimize the use of shared resources for high performance and scalability for the multi-core servers. In this paper, we conduct experimental studies to analyze the positive and negative effects of the resource sharing on the performance of HPC applications. Through the analyses we also characterize the performance of multi-core servers.

Tile-based Parallelizing for a Fast HEVC Encoder (HEVC 부호화기 고속화를 위한 타일 기반 병렬화)

  • Kim, Younhee;Jun, DongSan;Jung, Soon-Heung;Seok, Jinwuk;Choi, Jin Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.290-293
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    • 2012
  • 본 논문에서는 기존 AVC 보다 50% 압축성능 향상을 목표로 표준화가 진행되고 있는 차세대표준인 HEVC 부호화기의 속도를 높이기 위한 방안으로, HEVC 의 기술 중 화면 분할 기술인 타일(Tile)을 기반으로 효율적으로 부호화기를 병렬화하는 구조를 제안한다. 부호화기에서 복잡도가 높은 율왜곡 기반 모드 결정 과정을 멀티코어 병렬프로그래밍으로 구현하고, 병렬처리에 의한 속도 개선 결과를 제시한다. 타일은 병렬처리를 지원하기 위해 HEVC 가 채택한 구조로, 화면을 여러 개로 분할하여 부/복호화 할 수 있어 병렬처리 단위로 적합하며, 표준화의 기고서를 통해 화면분할로 인한 압축성능 변화량은 여러 차례 보고되고 있다. 본 논문의 결과에 의하면 타일의 수만큼 쓰레드를 생성하여 각 타일 단위로 율왜곡 기반 부호화 모드 결정을 하도록 병렬화 하였을 때 기존 참조 소프트웨어 대비 12 개의 쓰레드 생성 시 6 배의 속도 개선을 보인다. 향후 병렬로 처리할 수 있는 모듈을 확장하면 쓰레드 수 증가에 따른 속도개선 효과가 증대되어 부호화기 실용화를 위한 실시간 부호화기 개발에 한 걸음 다가갈 수 있을 것이라 기대한다.

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Design and Implementation of CORBA based on Multi-Threaded in Open Network Environments (개방형 네트워크 환경을 위한 멀티쓰레드 기반 코바 설계 및 구현)

  • Jang, Jong-Hyeon;Lee, Dong-Gil;Han, Chi-Mun
    • The KIPS Transactions:PartC
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    • v.9C no.2
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    • pp.213-220
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    • 2002
  • Distributed competing system gives a new system architecture to be taken into consideration for solving the problems of interoperability of heterogeneous systems. In the present paper, CORBA based on multi-threaded interoperates with software blocks at physically isolated hardware. We show how archives optimal CORBA system from analysis of required functions, implementations of protocols and benchmarking of system performance in the Open Multi-service Network System Environment. The core features of our CORBA system are restricted Quality of Service based on priority, timeout service and exception status information notify to the related software blocks. And the objectives are design and implementation of high performance multi-threaded middleware and satisfied with extendibility, flexibility and stability of CORBA platform.

ARQ Packet Error Control Scheme Using Multiple Threads Based on MMT Protocol (MMT 프로토콜 기반의 다중쓰레드를 활용한 ARQ 패킷 오류 제어 기법)

  • Won, Kwang-eun;Ahn, Eun-bin;Kim, Ayoung;Lee, Hong-rae;Seo, Kwang-deok
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.682-692
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    • 2018
  • In this paper, we propose an ARQ packet error control scheme using multiple threads in delivering massive capacity of multimedia based on MMT(MPEG Media Transport) protocol. On the sending side, each frame that constitutes an image is packetized into MMT packets based on MMT protocol. The header of the packet stores the sequence number of the frames contained in the packet and the time of presentation information. The payload of the packet stores the direct information that comprises the frame. The generated MMT packet is transmitted to the IP network. The receiving side checks if any error has occurred in the received packet. For any identified error, it controls the error through ARQ error control scheme and reconfigure the frame according to the information stored in the header of the received packet. At this point, a multi-threading based transport design is constructed so that each thread takes over a single frame, which increases the transmission efficiency of massive capacity multimedia. The efficiency of the multi-threading transport method is verified by solving the problems that might arise when using a single-thread approach if packets with errors are retransmitted.