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335 \title{GPU implementation of a region based algorithm \\ for large images segmentation}
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343 \IEEEauthorblockN{Gilles Perrot, St\'{e}phane Domas, Rapha\"{e}l Couturier}
344 \IEEEauthorblockA{Distributed Numerical Algorithmics team (AND), Laboratoire d'Informatique de Franche-comt\'{e}\\
345 Rue Engel Gros, 90000 Belfort, France\\
346 forename.name@univ-fcomte.fr}
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361 Image segmentation is one of the most challenging issues in image computing.
362 In this work, we focus on region-based active contour techniques (snakes) as they seem to achieve a high level of robustness and fit with a large range of
363 applications. Some algorithmic optimizations provide significant speedups, but even so, execution times are still non-neglectable
364 with the continuing increase of image sizes. Moreover, these algorithms are not well suited for running on multi-core CPU's.
365 At the same time, recent developments of Graphical Processing Units (GPU) suggest that higher speedups could be obtained
366 by use of their specific design. We have managed to adapt a specially efficient snake algorithm that fits recent Nvidia GPU architecture
367 and takes advantage of its massive multithreaded execution capabilities. The speedup obtained is most often around 7.
371 GPU; segmentation; snake;
374 \section{Introduction}
375 Segmentation and shape detection is still a key issue in image computing. These techniques are used in numerous fields ranging from medical imaging to video tracking, shape recognition or localization.
376 Since 1988, the active contours (snakes) introduced by and Kass et al. \cite{KassWT88}, have proved to be efficient and robust, especially against noise, for a wide range of image types.
378 The main shortcoming of these algorithms is often their high dependence on the initial shape, though several contributions have lowered this dependency and also brought
379 more accurate segmentation of non convex shapes \cite{Ruch01} \cite{XuP98}.
381 The information that drives a snake model comes either from the contour itself or from the characteristics of the regions it defines.
382 For noisy images, the second option is often most suitable as it takes into account the statistical fluctuations of the pixels.
383 One approach \cite{ChesnaudRB99,AllainBG08} proposes a geometric (polygonal) region-based snake driven by the minimization of the stochastic complexity. One significant
384 advantage is that it runs without any free parameter which can be helpful when dealing with image sequences or slices (3D).
386 An important issue of image processing, especially segmentation, has always been the computation time of most algorithms. Over the years, the increase of CPU computing capabilities,
387 although quite impressive, has not been able to fulfill the combined needs of growing resolution and real-time computation.
388 Since they have been introduced in the early 1980's, the capabilities and speed of graphics accelators have been ever increasing. So much that the recent GPGPU
389 (General Purpose Graphic Processing Units) currently benefit by a massively parallel architecture for general purpose programming, especially when dealing with large matrices
390 or vectors. On the other hand, their specific design obviously imposes a number of limitations and constraints.
391 Some implementations of parametric snakes have already been tested, such as \cite{Brunett}. However, a similar solution (computation per small tile)
392 is not suited for the algorithm we have implemented.
394 Our goal, in collaboration with PhyTI team\footnote{Physics and Image Processing Group, Fresnel Institute, Ecole Centrale de Marseille (France)}, was to propose a way to fit their algorithm
395 to the Nvidia$^{\textcopyright}$ Tesla GPU architecture.
396 The remainder of this paper presents the principles of the algorithm and notations in section \ref{secCPUalgooutlines}. In section \ref{secCPUalgodetails}, the details of
397 the sequential CPU implementation are explained. Section \ref{GPUgeneralites} summarizes Nvidia's GPU
398 important characteristics and how to deal with them efficiently. Then sections \ref{GPUimplementation} and \ref{secSpeedups} detail our GPU implementation and timing results.
399 Finally, the conclusion of section \ref{secConclusion} evaluates the pros and drawbacks of this implementation and then gives a few direction to be followed in future works.
403 \section{\label{secCPUalgooutlines}Sequential algorithm : outlines}
404 The goal of the active contour segmentation (snake) method we studied \cite{Ruch01} is to distinguish, inside an image $I$, a target region $T$ from the background region
405 $B$. The size of $I$ is L x H pixels of coordinates $(i,j)$ and gray level $z(i,j)$.
406 We assume that the gray levels of $T$ and $B$ are independent random vectors, each with a distribution $p^{\Omega}$ of its components $(\Omega \in \{T ; B\})$.
407 The present implementation uses a Gaussian distribution, but another one can easily be used as Gamma, Poisson,...(Cf. \cite{ChesnaudRB99})\dots
409 The \textit{active contour} $S$, which represents the shape of $T$ is chosen as polygonal.
410 The purpose of the segmentation is then to determine the shape that optimizes a pseudo log-likelihood-based criterion (PLH).
411 This is done by a very simple iterative process which is initialized with an arbitrary shape, then at each step :
413 \item it modifies the shape
414 \item it estimates the parameters of the Gaussian functions for the two regions and evaluates the criterion.
415 \item it validates the new shape if the criterion has a better value.
417 A simplified description of it is given in \emph{Algorithm \ref{cpualgosimple}} which features two nested loops : the main one, on iteration level, is
418 responsible for tuning the number of nodes ; The inner one, on step level, takes care of finding the best shape for a given number of nodes.
419 \emph{Figure \ref{images_algo}} shows intermediate results at iteration level. Sub-figure \emph{\ref{fig:labelinit}} shows the initial rectangular shape, \emph{\ref{fig:labelit1}}
420 shows the best four-node shape that ends
421 the first iteration. Sub-figures \emph{\ref{fig:labelit2}} and \emph{\ref{fig:labelit4}} show the best shape for an eight-node snake (resp. 29-node)
422 which occurs at the end of the second iteration (resp. fourth).
425 \label{cpualgosimple}
426 \caption{Sequential algorithm : outlines}
427 \SetNlSty{textbf}{}{:}
429 %compute\_cumulated\_images()\;
430 begin with a rectangular 4 nodes snake\;
431 \Repeat(\tcc*[f]{iteration level}){no more node can be added}{
432 \Repeat(\tcc*[f]{step level}){no more node can be moved}{
433 Test some other positions for each node, near its current position\;
434 Find the best PLH and adjust the node's position\;
436 Add a node in the middle of each \emph{long enough} segment\;
443 \subfloat[Initial snake ]{\label{fig:labelinit} \includegraphics[width=0.4\linewidth]{./img/cochon_petit_init.jpg}}\qquad
444 \subfloat[End of first iteration (4 nodes) ]{\label{fig:labelit1} \includegraphics[width=0.4\linewidth]{./img/cochon_petit_it1.jpg}}\\
445 \subfloat[End of second iteration (8 nodes)]{\label{fig:labelit2} \includegraphics[width=0.4\linewidth]{./img/cochon_petit_it2.jpg}}\qquad
446 \subfloat[End of fourth iteration (29 nodes)]{\label{fig:labelit4} \includegraphics[width=0.4\linewidth]{./img/cochon_petit_it4.jpg}}
447 %\subfloat[width=0.4\linewidth]{./img/cochon_b_entier.jpg}
448 % cochon_b_entier.jpg: 3960x2970 pixel, 72dpi, 139.70x104.78 cm, bb=0 0 3960 2970
449 \caption{segmentation of a noisy image}
455 \section{\label{secCPUalgodetails}Sequential algorithm : details}
456 \subsection{Criterion}
457 For $p^{\Omega}$ a Gaussian function, $\Theta_{\Omega}$ ($\Omega \in \{T ; B\}$) has two components, the average value $\mu$ and the deviation $\sigma$ which are estimated by
459 \widehat{\Theta_{\Omega}} \left(
461 \widehat{\mu} = \frac{1}{N_{\Omega}} \displaystyle\sum_{(i,j)\in \Omega} z(i,j) \\
462 \widehat{\sigma^2} = \frac{1}{N_{\Omega}} \displaystyle\sum_{(i,j)\in \Omega} z^2(i,j) - \mu^2 \\
466 The likelihood of a region is given by
467 $$ P[I|S_{n,l}, \Theta_T, \Theta_B] = P(\chi_T | \Theta_T)P(\chi_B | \Theta_B)$$
469 $$P(\chi_{\Omega} | \Theta_{\Omega}) = \prod_{(i,j)\in \Omega} p^{\Omega}[z(i,j)] ~~~~(\Omega \in \{T ; B\})$$
470 And then the log-likelihood by
471 $$-N_{\Omega}\log\left(\sqrt{2\pi}\right) -N_{\Omega}.log\left(\sigma\right) - \frac{1}{2\sigma^2}\sum_{(i,j)\in \Omega} \left( z(i,j)-\mu \right)^2 $$
472 Considering the two regions, the criterion to be optimized is then :
473 $$C = \frac{1}{2}\left( N_B\log\left(\widehat{\sigma_B}^2\right) + N_T\log\left(\widehat{\sigma_T}^2\right)\right)$$
475 \subsection{CPU implementation}
476 Let $S_{n,l}$ be the snake state at step $l$ of iteration $n$, and $S_{n,l}^i$ the node $i$ of $S_{n,l}$ ($i \in [0;N_n]$).
477 Each segment of $S_{n,l}$ is considered as an oriented list of discrete points.
478 Chesnaud \& Refregier \cite{ChesnaudRB99} have shown how to replace the 2 dimensions sums needed to estimate $\Theta_{\Omega}$ by 1 dimension sums along $S_{n,l}$.
479 However, this approach involves weighting coefficients for every single point of $S_{n,l}$ which leads to compute a pair of transformed images, at the very
480 beginning of the process. Such images are called cumulated images and will be used as lookup tables.
481 Therefore, beyond this point, we will talk about the \emph{contribution} of each point to the 1D sums. By extension, we also talk about the \emph{contribution} of each segment to the 1D sums.
483 A more detailed description of the sequential algorithm is given by \emph{Algorithm \ref{cpualgo}}.
484 The process starts with the computation of cumulated images ; an initialization stage takes place from line \ref{debinit} to line \ref{fininit}.
485 Then we recognize the two nested loops (line \ref{loopnewnodes} and line \ref{loopmovenodes}) and finally the heart of the algorithm stands on line \ref{kernelPLH} which represents
486 the main part of the calculations to be done :
488 \item compute the various sums without the contributions of both segments connected to current node $S_{n,l}^i$.
489 \item \label{CPUcontrib_segments} compute the contributions of both segments, which requires :
491 \item \label{CPUbresenham} To determine the coordinates of every discrete pixel of both segments connected to $S_{n,l}^{i,w}$.
492 \item \label{CPUcontrib_pixels} To compute every pixel contribution.
493 \item To sum pixel contributions to obtain segment contributions.
495 \item compute the PLH given the contribution of each segment of the tested snake.
499 \SetNlSty{textbf}{}{:}
500 \caption{Sequential simplified algorithm}
502 read image from HDD\;
503 compute\_cumulated\_images()\label{cumuls}\;
504 iteration $n \leftarrow 0$\label{debinit}\;
506 $S_{n,l} \leftarrow S_{0,0}$\;
507 step $d \leftarrow d_{max} = 2^q$\;
508 current node $S_{0,0}^i \leftarrow S_{0,0}^0$\;
510 compute $PLH_{ref}$, the PLH of $S_{n,0}$\label{fininit}\;
511 \Repeat(\tcc*[f]{iteration level}){no new node added}{\label{loopnewnodes}
512 \Repeat(\tcc*[f]{step level}){no node move occured}{\label{loopmovenodes}
513 \For{$i=0$ to $N_n$}{
514 $S_{n,l}^{i,w}$ ($w \in [0;7]$) are the neighbors of $S_{n,l}^i$ by distance $d$\;
516 compute $PLH_w$ for $S_{n,l}$ when $S_{n,l}^{i,w}$ replaces $S_{n,l}^i$ \label{kernelPLH}\;
517 \lIf{$PLH_w$ is better than $PLH_{ref}$}{
518 $PLH_{ref} \leftarrow PLH_w$\;
519 move node $S_{n,l}^i \leftarrow S_{n,l}^{i,w}$\;
525 add new nodes, $N_n \leftarrow N_n + N_{newnodes}$\;
526 \lIf{$d > 1$}{ $d \leftarrow d/2$ } \lElse{ $d=1$ }\;
528 compute $PLH_{ref}$, the PLH of $S_{n,0}$ \;
534 The profiling results of the CPU implementation shown in \emph{Figure \ref{CPUprofile}} display the relative costs of the most time-consumming functions.
535 It appears that more than 80\% of the total execution time is always spent by only three functions~:
537 \item \texttt{compute\_segment\_contribution()} which is responsible for point \ref{CPUcontrib_segments} above,
538 \item \texttt{compute\_cumulated\_images()} which computes the 3 lookup tables at the very beginning,
539 \item \texttt{compute\_pixels\_coordinate()} which is called by \texttt{compute\_segment\_contribution()}.
544 \includegraphics[width=0.9\linewidth, height=0.5\linewidth]{./img/data_profile_cpu.png}
545 \caption{\label{CPUprofile}the three most-consumming functions for various image sizes}
548 Measurements have been performed for several image sizes from 15~MPixels (about 3900 x 3900)
549 to 144 MPixels (about 12000 x 12000). On the one hand, we can notice that function \texttt{compute\_segment\_contribution()} always lasts more than 45\% of total running time, and even
550 more when image gets larger.
551 On the other hand, the function \texttt{compute\_cumulated\_images()} costs more than 23\%, decreasing with image size, while function \texttt{compute\_pixels\_coordinate()} always takes around 6\%.
552 It confirms that the need of parallelization reside in line \ref{kernelPLH} and line \ref{cumuls} of Algorithm \ref{cpualgo} as they contain every call to those three functions.
554 The following sections detail how we managed to implement these time-consumming functions in parallel, but
555 a brief reminder on GPU's recent architecture is presented before.
559 \section{\label{GPUgeneralites}NVidia's GPU architecture}
560 GPUs are multi-core, multi-threaded processors, optimized for highly parallel computation. Their design focuses on SIMT model by devoting
561 more transistors to data processing rather than data-caching and flow control \cite{CUDAPG}.
563 For example, Figure \ref{GPUC1060} shows a Tesla C1060 with its 4GB of global memory and 30 SM processors, each including :
565 \item 8 Scalar Processors (SP)
566 \item a Floating Point Unit (FPU)
567 \item a parallel execution unit (SIMT) that runs threads by warps of 32.
568 \item 16KB of shared memory, organized in 16 banks of 32 bits words
570 Nvidia uses a parameter called the \emph{compute capability} of each GPU model. Its value is composed of a major number and a minor number ; for example the C1060 is a sm13 GPU (major=1 minor=3)
571 and C2050 is a sm20 GPU.
573 \begin{figure*}[htbp]
575 \includegraphics[width=0.7\linewidth]{./img/GPU_block.png}
576 \caption{\label{GPUC1060}schematic diagram of GPU's internal architecture}
579 The recent Fermi cards (eg. C2050,) have improved performances by supplying more shared memory in a 32 banks array, a second execution
580 unit and several managing
581 capabilities on both the shared memory and level 1 cache memory ( \cite{CUDAPG}, \cite{CUDAFT}, \cite{CUDAFC}.
582 However, writing efficient code for such architectures is not obvious, as re-serialization must be avoided as much as possible. Thus, when designing, one must
583 keep a few key points in mind :
585 \item CUDA model organizes threads by a) threads blocks in which synchronization is possible, b) grid of blocks with no possible synchronization
587 \item there is no way to know in what order the blocks are to be scheduled during one single kernel execution.
588 \item data must be kept in GPU memory, to reduce the overhead due to copying between CPU and GPU memories.
589 \item the total amount of threads running the same computation must be maximized.
590 \item the number of execution branches inside a block should be reduced as much as possible.
591 \item global memory accesses should be coalescent, \emph{ie}. memory accesses done by physically parallel threads (16 at a time) must be consecutive and contained in a 128 Bytes range.
592 \item shared memory is organized by 16 x 32 bits wide banks. To avoid bank conflicts, each parallel thread (16 at a time) must access a different bank.
595 All the above charasteristics make it always a quite constrained problem to solve when designing a GPU code.
597 Moreover, a non suited code would probably even run slower on GPU than on CPU due to automatic serialization which would be done at run time.
600 \section{\label{GPUimplementation}GPU implementation}
602 In the implementation described below, pre-computations and proper segmentation is discussed separately.
603 To keep data in GPU memory, the whole computation is assigned to the GPU. CPU still hosts :
605 \item data reading from HDD
606 \item data writing on HDD if needed
607 \item main loops control (corresponding to lines \ref{loopnewnodes} and \ref{loopmovenodes} of Algorithm \ref{cpualgo})
610 It must be noticed that controlling these loops is achieved with only a very small amount of data being transferred between host (CPU) and device (GPU),
611 which does not produce high overhead. \\
612 Morever, the structures described below need 20 Bytes per pixel of the image to process (plus an offset of about 50~MByte).
613 It defines the maximum image size we can accept : approximately 150 M Pixels.
615 \subsection{Pre-computations}
616 To replace 2D sums by 1D sums, Chesnaud \textit{et al.} \cite{ChesnaudRB99} have shown that the three matrices below should be computed :
617 $$C_1(i,j) = \sum_{k=0}^{k=j} (1+k)$$
618 $$C_z(i,j) = \sum_{k=0}^{k=j} z(i,k)$$ and
619 $$C_{z^2}(i,j) = \sum_{k=0}^{k=j} z^2(i,k)$$
620 Where $z(i,k)$ is the gray level of pixel of coordinate $(i,j)$, so that $C_1$, $C_z$ and $C_{z^2}$ are the same size as image $I$.
622 \begin{figure*}[htbp]
624 \resizebox{0.8\linewidth}{0.3\linewidth}{\input{./img/GPUcumuls.pdf_t}}
625 \caption{\label{GPUcumuls}\texttt{compute\_blocks\_prefixes()} details.}
629 First, we chose not to generate $C_1(i,j)$, which requires that values should be computed when needed, but saves global memory and does not lead to any overhead.
630 The computation of $C_{z}$ and $C_{z^2}$ easily decomposes into series of \emph{inclusive prefixsums} \cite{Harris07}.
631 However, by keeping the \emph{1 thread per pixel} rule, as the total number of threads that can be run in a grid cannot exceed $2^{25}$ (Cf. \cite{CUDAPG}),
632 slicing is necessary for images exceeding a size threshold which can vary according to the GPU model (e.g. 33 MPix for sm13 GPU, eg. C1060).
633 It's quite easy to do, but it leads to a small overhead as the process requires multiple calls to one kernel.
634 Slicing can be done in two ways :
636 \item all slices are of the same size (balanced)
637 \item slices fit the maximum size allowed by the GPU, leaving one smaller slice at the end of the process (full-sized).
639 The balanced slice option has proved to run faster.\\
640 For example : if a given image has 9000 lines and the GPU can process up to 4000 lines at a time, it's faster to run 3 times with 3000 lines rather than 2 times with
641 4000 and once with 1000.
643 As the sums in $C_z$ and $C_{z^2}$ are row-wide, it is easy to see that every block-wide sum will be needed before being able to use it in the global sum.
644 But as said earlier, the scheduling of blocks must be considered as random.
645 So, in order to ensure synchronizations, each row of the original image is then treated by three different kernels :
647 \item \texttt{compute\_blocks\_prefixes()}.
648 \item \texttt{scan\_blocksums()}.
649 \item \texttt{add\_sums2prefixes()}.
651 Figures \ref{GPUcumuls}, \ref{GPUscansomblocs} and \ref{GPUaddsoms2cumuls} show relevant data structures for a given row $i$ of $I$.
652 We assume that each thread block runs $bs$ threads in parallel and each row of $C_z$ needs $n$ blocks to cover its $L$ pixels.
654 Figure \ref{GPUcumuls} shows the details of the process for row $i$ of the original image $I$, already stored in GPU global memory.
655 Operands are first copied into GPU shared memory for efficiency reasons.
656 An inclusive prefixsum is then performed inside each independant thread block.
657 At this point, only the first shared memory block contains the final values. Its last element contains the sum of all
658 elements in the corresponding block of $I$.
659 In order to obtain the right values for the row $i$ of $C_z$, every element value in the other blocks must then be summed with an offset value.
660 This offset value is the sum of all element values in every corresponding previous block of row $i$.
662 As the scheduling of blocks is fully unpredictable, the necessary intermediate results have to be stored in GPU global memory before exiting from kernel.
663 Each element of the prefixsums in GPU shared memory has been stored in its corresponding position in $C_z$ (GPU global mem),
664 along with the vector of block sums which will be passed later to the next kernel \texttt{scan\_blocksums()}.
666 The kernel \texttt{scan\_blocksums()} (Figure \ref{GPUscansomblocs}) only makes an exclusive prefixsum on the vector of block sums described above.
667 The result is a vector containing, at index $x$, the value to be added to every element of block $x$ in each line of $C_z$.
669 This summing is done in shared memory by kernel \texttt{add\_sums2prefixes()} as described by Figure \ref{GPUaddsoms2cumuls}.
671 The values of $C_{z^2}$ are obtained together with those of $C_{z}$ and in exactly the same way.
672 For publishing reasons, figures do not show the $C_{z^2}$ part of structures.
676 \begin{figure*}[htbp]
678 \resizebox{0.6\linewidth}{0.2\linewidth}{\input{./img/GPUscansomblocs.pdf_t}}
679 \caption{\label{GPUscansomblocs}\texttt{scan\_blocksums()} details.}
682 \begin{figure*}[htbp]
684 \resizebox{0.7\linewidth}{0.4\linewidth}{\input{./img/GPUaddsoms2cumuls.pdf_t}}
685 \caption{\label{GPUaddsoms2cumuls}\texttt{add\_sums2prefixes()} details.}
688 With this implementation, speedups are quite significant (Table \ref{tabresults}). Moreover, the larger the image,
689 the higher the speedup is, as the step-complexity of the sequential algorithm is of $O(N^2)$ and $O(N\log(N))$ for the parallel version.
690 Even higher speedups are achieved by adapting the code to specific-size images, especially when the number of columns is a power of 2. This avoids
691 inactive threads in the grid, thus it improves efficiency.
692 However, on sm13 GPUs, these computations are made with a 2-way bank conflict as sums are based on 64-bit words, thus creating overhead.
695 \subsection{Segment contributions}
696 The choice made for this implementation has been to keep the \emph{1 thread per pixel} rule for the main kernels.
697 Of course, some reduction stages need to override this principle and will be pointed out.
699 As each of the $N_n$ nodes of the snake $S_{n,l}$ may move to one of the eight neighbor positions as shown in \emph{Figure \ref{GPUtopo}},
700 there is $16 N_n$ segments whose contribution has to be estimated.
701 The best combination is then chosen to obtain $S_{n,l+1}$ (Figure \ref{GPUtopo}).
702 Segment contributions are computed in parallel by kernel \texttt{GPU\_compute\_segments\_contrib()}.
706 \resizebox{0.9\linewidth}{0.81\linewidth}{\input{./img/topologie.pdf_t}}
707 \caption{\label{GPUtopo}topology around nodes}
710 The grid parameters for this kernel are determined according to the size of the longest segment $npix_{max}$.
711 If $bs_{max}$ is the maximum theoritical blocksize that a GPU can accept,
713 \item the block size $bs$ is taken as
715 \item $npix_{max}$'s next power of two if \\${npix_{max} \in [33 ; bs_{max} ] }$
716 \item 32 if ${npix_{max} < 32 }$
717 \item $bs_{max}$ if ${npix_{max} > 256 }$
719 \item the number of threads blocks assigned to each segment, $N_{TB} = \frac{npix_{max} + bs -1 }{bs}$
721 Our implementation makes intensive use of shared memory and does not allow the use of the maximum theoritical blocksizes
722 (512 for sm13, 1024 for sm20, see \cite{CUDAFT} and \cite{CUDAPG}).
723 Instead we set $bs_{max}^{sm13} = 256$ and $bs_{max}^{sm20} = 512$.
724 Anyway, testing has shown that most often, the best value is 256 for both \textit{sm13} and \textit{sm20} GPU's.
726 \begin{figure*}[htbp]
728 \resizebox{0.6\linewidth}{0.35\linewidth}{\input{./img/contribs_segments.pdf_t}}
729 \caption{\label{contribs_segments}structure for segments contributions computation. Gray symbols help to locate inactive threads as opposed to black
730 ones that figure active threads.}
733 Then \texttt{GPU\_compute\_segments\_contrib()} computes in parallel :
735 \item every pixel coordinates for all $16 N_n$ segments. Since the snake is only read in one direction, we have been able
736 to use a very simple parallel algorithm instead of Bresenham's.
737 It is based on the slope $k$ of each segment~: one pixel per row if $|k|>1$, one pixel per column otherwise.
738 \item every pixel contribution by reading the corresponding values in the lookup tables.
739 \item every thread blocks sums of individual pixel contributions by running a \textit{reduction} stage for each block.
741 The top line of Figure \ref{contribs_segments} shows the base data structure in GPU shared memory which is relative to one segment.
742 We concatenate the single segment structure as much as necessary to create a large vector representing every pixel of every test segment.
743 As each segment has a different size (most often different from any power of two), there is a non-neglectable number of inactive threads scattered in the whole structure.
744 Two stages are processed separately : one for all even nodes and another for odd nodes,
745 as shown in the two bottom lines of the figure \ref{contribs_segments}.
748 The process is entirely done in shared memory ; only a small amount of data needs to be stored in global memory for each segment~:
750 \item the coordinates of its middle point, in order to be able to add nodes easily if needed.
751 \item the coordinates of its first and last two points, to compute the slope at each end of the segment.
753 The five values above are part of the weighting coefficients determination for each segment and node.
755 The \texttt{GPU\_sum\_contribs()} takes the blocks sums obtained by \texttt{GPU\_compute\_segments\_contrib()} and computes a second stage parallel summing to provide
756 the $16 N_n$ segment contributions.
758 \subsection{Segments with a slope $k$ such as $|k|\leq1$}
759 Such a segment is treated with 1 thread per column and consequently, it often has more than one pixel per row as shown by Figure \ref{tripix}.
760 In order to follow the algorithm and to make accurate calculations, the only pixel whose contribution has to be considered on each row is the innermost one.
761 This selection is also done inside \texttt{GPU\_compute\_segments\_contrib()} when reading the lookup tables for each pixel contribution.
762 We simply set a null contribution for pixels that need to be ignored.
765 \resizebox{0.5\linewidth}{0.3\linewidth}{\input{./img/tripix.pdf_t}}
766 \caption{\label{tripix}Zoom on part a of segment with $|k| < 1$, at pixel level.}
770 \subsection{Parameters estimation}
771 A \texttt{GPU\_compute\_PLH()} kernel computes in parallel :
773 \item every $8N_n$ vector of parameters values corresponding to each possible next state of the snake. Summing is done in shared memory but relevant
774 data for these operations is stored in global memory.
775 \item every associated pseudo likelihood value.
776 \item performs node substitution if one better PLH has been found and if it does not lead to segments crossing.
779 \subsection{End of segmentation}
780 Segmentation is considered achieved out when no other node can be added to the snake (Algorithm \ref{gpualgosimple}).
781 A very simple GPU kernel adds every possible node and returns the number it added.
784 \label{gpualgosimple}
785 \caption{Parralel GPU algorithm outlines.}%\\ \texttt{<<<...>>>} indicates a GPU kernel parallel process.}
786 \SetNlSty{textbf}{}{:}
788 transfer image from CPU to GPU\;
789 \texttt{<<<compute the 2 cumulated images>>>}\;
790 \texttt{<<<initialize the snake>>>}\;
791 \Repeat(\tcc*[f]{iteration level}){no more node can be added}{
792 \Repeat(\tcc*[f]{step level}){no more node can be moved}{
793 \texttt{<<<find best neighbor snake>>>}\;
794 \texttt{<<<adjust node's positions>>>}\;
795 transfer the number of moves achieved from GPU memory to CPU memory.
797 \texttt{<<<Add nodes>>>}\;
798 transfert the number of nodes added from GPU memory to CPU memory.
802 \section{\label{secSpeedups}Speedups}
803 The CPU (SSE) implementation by N. Bertaux from the PhyTI team, based on \cite{AllainBG08} has been our reference to ensure segmentation's quality and to estimate speedups.
804 Results are given in Table \ref{tabresults}.
805 CPU timings were measured on Octo-Core Intel Xeon E5530-2.4GHz with 12Go RAM (LIFC cluster).
806 GPU timings were obtained on a C2050 GPU with 3GB RAM (adonis-11.grenoble.grid5000.fr).\\
807 Measurements on CPU may vary more than on GPU. So CPU results given in \ref{tabresults} are near the fastest values we observed.
808 The image of figure \ref{fig:labelinit} (scaled down for printing reasons) is a 16-bit gray level photo from PhyTI team.
809 An additive noise had been voluntarily added for testing reasons, but contrast has also been enhanced for printing reasons.
810 We separately give the timings of pre-computations as they are a very general purpose piece of code (including transfer times).
811 Segmentations have been performed with strictly the same parameters (initial shape, threshold length).
812 The neighborhood distance for the first iteration is 32 pixels. It has a slight influence on the
813 process time, but leads to similar speedups.\\
814 Though it does not appear in Table \ref{tabresults}, we observed that during segmentation stage, higher speedups are obtained in the very first iterations, when segments are made of a lot of pixels, leading to a higher parallelism ratio.\\
815 Several parameters prevent from achieving higher speedups~:
817 \item accesses in the lookup tables in global memory cannot be coalescent. It would imply that the pixel contributions of a segment are stored in consecutive spaces in $C_z$ and $C_{z^2}$.
818 This is only the case for horizontal segments.
819 \item the use of 64-bit words for computations in shared memory often leads to 2-way bank conflicts.
820 \item the level of parallelism is not so high, ie. the total number of pixel is not large enough to achieve impressive speedups. For example, on C2050 GPU, a grid can
821 run about 66 million of threads, but a snake in a 10000 x 10000 image would be less than 0.1 million pixel long.
827 % \begin{tabular}{|l| r|r r r|}
829 % && CPU & GPU & Speedup\\\cline{3-5}
830 % Image 15MP & \bf total & \bf0.51 s & \bf0.06 s & \bf x8.5 \\
831 % & pre-comp. & 0.21 s & 0.02 s & x10\\
832 % & segment. & 0.34 s & 0.04 s & x8.5\\\hline
833 % Image 100MP & \bf total & \bf 4.33 s & \bf 0.59 s & \bf x7.3\\
834 % & pre-comp. & 1.49 s & 0.13 s & x11\\
835 % & segment. & 2.84 s & 0.46 s & x6.1\\\hline
836 % Image 150Mp & \bf total & \bf 26.4 s & \bf 0.79 s & \bf x33\\
837 % & pre-comp. & 8.4 s & 0.20 s & x42\\
838 % & segment. & 18.0 s & 0.59 s & x30\\\hline
842 % \caption{\label{tabresults} GPU (C2050, sm20) vs CPU timings.}
848 \begin{tabular}{|l| r|r r r|}
850 && CPU & GPU & Speedup\\\cline{3-5}
851 Image 15MP & \bf total & \bf0.51 s & \bf0.06 s & \bf x8.5 \\
852 & pre-comp. & 0.13 s & 0.02 s & x6.5\\
853 & segment. & 0.46 s & 0.04 s & x11.5\\\hline
854 Image 100MP & \bf total & \bf 4.08 s & \bf 0.59 s & \bf x6.9\\
855 & pre-comp. & 0.91 s & 0.13 s & x6.9\\
856 & segment. & 3.17 s & 0.46 s & x6.9\\\hline
857 Image 150Mp & \bf total & \bf 5.7 s & \bf 0.79 s & \bf x7.2\\
858 & pre-comp. & 1.4 s & 0.20 s & x7.0\\
859 & segment. & 4.3 s & 0.59 s & x7.3\\\hline
863 \caption{\label{tabresults} GPU (C2050, sm20) vs CPU timings.}
866 \IEEEpeerreviewmaketitle
870 \section{\label{secConclusion}Conclusion}
871 The algorithm we have focused on is not really well suited for high speedups on GPGPU, though we managed to make it work faster than on CPU.
872 The main drawback is clearly its relative low level of parallelism.
873 This observation leads us to try and manage to benefit from larger computing grids of thread blocks. Among the possible solutions, we are working on :
875 \item translating the parallelism from pixel level (\emph{1 thread per pixel}) to snake level (\emph{1 thread per snake}), at least during the first iteration, which
876 is often the longest lasting one.
877 \item slicing the image and proceed the parts in parallel. This is made possible since sm20 GPU provide multi kernel capabilities.
878 \item slicing the image and proceed the parts on two different GPUs, hosted by the same CPU.
881 % trigger a \newpage just before the given reference
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892 \bibliographystyle{IEEEtran}
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