• Title/Summary/Keyword: image cache

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Image Cache Algorithm for Real-time Implementation of High-resolution Color Image Warping (고해상도 컬러 영상 워핑의 실시간 구현을 위한 영상 캐시 알고리즘)

  • Lee, You Jin;Ryoo, Jung Rae
    • Journal of Institute of Control, Robotics and Systems
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    • v.22 no.8
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    • pp.643-649
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    • 2016
  • This paper presents a new image cache algorithm for real-time implementation of high-resolution color image warping. The cache memory is divided into four cache memory modules for simultaneous readout of four input image pixels in consideration of the color filter array (CFA) pattern of an image sensor and CFA image warping. In addition, a pipeline structure from the cache memory to an interpolator is shown to guarantee the generation of an output image pixel at each system clock cycle. The proposed image cache algorithm is applied to an FPGA-based real-time color image warping, and experimental results are presented to show the validity of the proposed method.

Image Cache for FPGA-based Real-time Image Warping (FPGA 기반 실시간 영상 워핑을 위한 영상 캐시)

  • Choi, Yong Joon;Ryoo, Jung Rae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.6
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    • pp.91-100
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    • 2016
  • In FPGA-based real-time image warping systems, image caches are utilized for fast readout of image pixel data and reduction of memory access rate. However, a cache algorithm for a general computer system is not suitable for real-time performance because of time delays from cache misses and on-line computation complexity. In this paper, a simple image cache algorithm is presented for a FPGA-based real-time image warping system. Considering that pixel data access sequence is determined from the 2D coordinate transformation and repeated identically at every image frame, a cache load sequence is off-line programmed to guarantee no cache miss condition, and reduced on-line computation results in a simple cache controller. An overall system structure using a FPGA is presented, and experimental results are provided to show accuracy and validity of the proposed cache algorithm.

Improving Instruction Cache Performance by Dynamic Management of Cache-Image (캐시 이미지의 동적 관리 방법을 이용한 명령어 캐시 성능 개선)

  • Suh, Hyo-Joong
    • KIISE Transactions on Computing Practices
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    • v.23 no.9
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    • pp.564-571
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    • 2017
  • The burst loading of a pre-created cache-image is an effective method to reduce the instruction cache misses in the early stage of the program execution. It is useful to alleviate the performance degradation as well as the energy inefficiency, which is induced by the concentrated cold misses at the instruction cache. However, there are some defects, including software overhead on the compiler and installer. Furthermore, there are several mismatches as a result of the dynamic properties for specific applications. This paper addresses these issues and proposes a cache-image maintenance/recreation policy that can conduct dynamic management using a hardware-assisted method. The results of the simulation show that the proposed method can maintain the cache-image with a proper size and validity.

A Low-Power Texture Mapping Technique for Mobile 3D Graphics (모바일 3D 그래픽스를 위한 저전력 텍스쳐 맵핑 기법)

  • Kim, Hyun-Hee;Kim, Ji-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.45-57
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    • 2009
  • ETexture mapping is a technique used for adding reality to an image in 3D graphics. However. this technique becomes the bottleneck of the 3D graphics pipeline because it requires large processing power and high memory bandwidth. For reducing memory latency in texture mapping, texture cache is used. As portable devices become smaller and they have power constraint, it is important to reduce the area and the power consumption of the texture cache. In this paper we propose using a small texture cache to reduce the area and the power consumption of the texture cache. Furthermore, we propose techniques to keep a performance comparable to large texture caches by using prefetch techniques and a victim cache. Simulation results show the proposed small texture cache can reduce the area and the power consumption up to 70% and 60%, respectively, by using $1{\sim}2K$ bytes texture cache compared to the conventional 16K bytes cache while keeping the performance.

Efficient Management of Proxy Server Cache for Video (비디오를 위한 효율적인 프록시 서버 캐쉬의 관리)

  • 조경산;홍병천
    • Journal of the Korea Society for Simulation
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    • v.12 no.2
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    • pp.25-34
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    • 2003
  • Because of explosive growth in demand for web-based multimedia applications, proper proxy caching for large multimedia object (especially video) has become needed. For a video object which is much larger in size and has different access characteristics than the traditional web object such as image and text, caching the whole video file as a single web object is not efficient for the proxy cache. In this paper, we propose a proxy caching strategy with the constant-sized segment for video file and an improved proxy cache replacement policy. Through the event-driven simulation under various conditions, we show that our proposal is more efficient than the variable-sized segment strategy which has been proven to have higher hit ratio than other traditional proxy cache strategies.

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Design and Implementation of Raw File System for Web Cache Server (웹 캐시 서버를 위한 저수준 파일시스템 설계 및 구현)

  • Kim Seong-Rak;Koo Young-Wan
    • Journal of Internet Computing and Services
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    • v.4 no.2
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    • pp.11-19
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    • 2003
  • The technique which stores cache data in EXT2 or UFS designed for general purpose is not suitable for satisfying the speed required for web cache due to the general purpose file system. This study shows that there is the better solution by optimizing the file system using the characteristics of web file. It is impossible that the suggested RawCFS changes the size of cached object and the access authentication, and this results from the existence of up-to-dated object in the original server. This file system is proved in the capability test that it is faster than the technique by 40% which stores in each file by object unit. This can be used in the design of high end web server such as shoppingmall or Internet Broadcasting station which should provide objects like image or HTML as well as cache server to the client for the fast service.

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A Study on Tile Map Service of High Spatial Resolution Image Using Open Source GIS (Open Source GIS를 이용한 고해상도 영상의 Tile Map Service 시스템 구축에 관한 연구)

  • Jeong, Myeong-Hun;Suh, Yong-Cheol
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.1
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    • pp.167-174
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    • 2009
  • A Tile Map Service is a regular map service that has been enhanced to serve maps very quickly using a cache of static images. The map cache is a directory that contains image tiles of a map extent at specific scale levels. Returning a tile from the cache takes the server much less time than drawing the map image on demand. Use of a Tile Map Service can dramatically improve the time that clients take to display complex base-maps. Using Tile Map Services thus eliminate the need to trade quality for performance. This study provides a way to construct Tile Map Service System using Open Source GIS. We used GDAL(Geospatial Data Abstraction Library) which is one of the Open Source GIS Softwares to make Tile Map Image and OpenLayers to publish Web Page. Moreover, We conducted a performance test on Tile Map System and Dynamic Map System and evaluated the results of it. As a result, the proposed method makes it easier to construct high performance Tile Map Service using Open Source GIS without commercial products.

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Texture Cache with Automatical Index Splitting Based on Texture Size (텍스처의 크기에 따라 인덱스를 자동 분할하는 텍스처 캐시)

  • Kim, Jin-Woo;Park, Young-Jin;Kim, Young-Sik;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.57-68
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    • 2008
  • Texture Mapping is a technique for adding realism to an image in 3D graphics Chip. Bilinear filtering mode of this technique needs accesses of 4 texels to process one pixel. In this paper we analyzed the access pattern of texture, and proposed the high performance texture cache which can access 4 texels simultaneously. We evaluated using simulation results of 3D game(Quake 3, Unreal Tournament 2004). Simulation results show that proposed texture cache has high performance on the case where physical size is less then or equal 8KBytes.

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Performance of the Finite Difference Method Using Cache and Shared Memory for Massively Parallel Systems (대규모 병렬 시스템에서 캐시와 공유메모리를 이용한 유한 차분법 성능)

  • Kim, Hyun Kyu;Lee, Hyo Jong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.4
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    • pp.108-116
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    • 2013
  • Many algorithms have been introduced to improve performance by using massively parallel systems, which consist of several hundreds of processors. A typical example is a GPU system of many processors which uses shared memory. In the case of image filtering algorithms, which make references to neighboring points, the shared memory helps improve performance by frequently accessing adjacent pixels. However, using shared memory requires rewriting the existing codes and consequently results in complexity of the codes. Recent GPU systems support both L1 and L2 cache along with shared memory. Since the L1 cache memory is located in the same area as the shared memory, the improvement of performance is predictable by using the cache memory. In this paper, the performance of cache and shared memory were compared. In conclusion, the performance of cache-based algorithm is very similar to the one of shared memory. The complexity of the code appearing in a shared memory system, however, is resolved with the cache-based algorithm.

Low Power Architecture of FIR Filter for 2D Image Filter (2D Image Filter에 적합한 저전력 FIR Filter의 구현)

  • Han, Chang-Yeong;Park, Hyeong-Jun;Kim, Lee-Seop
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.38 no.9
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    • pp.663-670
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    • 2001
  • This paper proposes a new power reduction method for 2D FIR (Finite Impulse Response) filters. We exploited the spatial redundancy of image data in order to reduce power dissipation in multiplication of FIR filters. Since the higher bits of input pixels are hardly changed, the redundant multiplication of higher bits is avoided by separating multiplication into higher and lower parts. The calculated values of higher bits are stored in memory cells, cache such that they can be reused when a cache hit occurs. Therefore, we can reduce power in 2D FIR Filter modules about 15% by using the proposed separated multiplication Technique (SMT).

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