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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 are still key issues 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 more 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 having been introduced in the early 1980's, the capabilities and speed of graphics accelerators have always been increasing. So much so 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 the 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 cons 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 weighing 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 the total running time, and even
550 more when the 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 for parallelization resides 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 first.
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) a 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 run even slower on GPU than on CPU due to the automatic serialization which would be done at run time.
599 \section{\label{GPUimplementation}GPU implementation}
600 In the implementation described below, pre-computations and proper segmentation are discussed separately.
601 To keep data in GPU memory, the whole computation is assigned to the GPU. CPU still hosts :
603 \item data reading from HDD
604 \item data writing on HDD if needed
605 \item main loops control (corresponding to lines \ref{loopnewnodes} and \ref{loopmovenodes} of Algorithm \ref{cpualgo})
608 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),
609 which does not produce high overhead. \\
610 Morever, the structures described below need 20 Bytes per pixel of the image to process (plus an offset of about 50~MByte).
611 It defines the maximum image size we can accept : approximately 150 M Pixels.
613 \subsection{Pre-computations}
614 To replace 2D sums by 1D sums, Chesnaud \textit{et al.} \cite{ChesnaudRB99} have shown that the three matrices below should be computed :
615 $$C_1(i,j) = \sum_{k=0}^{k=j} (1+k)$$
616 $$C_z(i,j) = \sum_{k=0}^{k=j} z(i,k)$$ and
617 $$C_{z^2}(i,j) = \sum_{k=0}^{k=j} z^2(i,k)$$
618 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 $I$.
620 \begin{figure*}[htbp]
622 \resizebox{0.8\linewidth}{0.3\linewidth}{\input{./img/GPUcumuls.pdf_t}}
623 \caption{\label{GPUcumuls}\texttt{compute\_blocks\_prefixes()} details.}
627 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.
628 The computation of $C_{z}$ and $C_{z^2}$ easily decomposes into series of \emph{inclusive prefixsums} \cite{Harris07}.
629 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}),
630 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).
631 It's quite easy to do, but it leads to a small overhead as the process requires multiple calls to one kernel.
632 Slicing can be done in two ways :
634 \item all slices are of the same size (balanced)
635 \item slices fit the maximum size allowed by the GPU, leaving one smaller slice at the end of the process (full-sized).
637 The balanced slice option has proved to run faster.\\
638 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 twice with
639 4000 and once with 1000.
641 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.
642 But as mentioned earlier, the scheduling of blocks must be considered as random.
643 So, in order to ensure synchronizations, each row of the original image is then treated by three different kernels :
645 \item \texttt{compute\_blocks\_prefixes()}.
646 \item \texttt{scan\_blocksums()}.
647 \item \texttt{add\_sums2prefixes()}.
649 Figures \ref{GPUcumuls}, \ref{GPUscansomblocs} and \ref{GPUaddsoms2cumuls} show relevant data structures for a given row $i$ of $I$.
650 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.
652 Figure \ref{GPUcumuls} shows the details of the process for row $i$ of the original image $I$, already stored in GPU global memory.
653 Operands are first copied into GPU shared memory for efficiency reasons.
654 An inclusive prefixsum is then performed inside each independant thread block.
655 At this point, only the first shared memory block contains the final values. Its last element contains the sum of all
656 elements in the corresponding block of $I$.
657 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.
658 This offset value is the sum of all element values in every corresponding previous block of row $i$.
660 As the scheduling of blocks is fully unpredictable, the necessary intermediate results have to be stored in GPU global memory before exiting from kernel.
661 Each element of the prefixsums in GPU shared memory has been stored in its corresponding position in $C_z$ (GPU global mem),
662 along with the vector of block sums which will be passed later to the next kernel \texttt{scan\_blocksums()}.
664 The kernel \texttt{scan\_blocksums()} (Figure \ref{GPUscansomblocs}) only makes an exclusive prefixsum on the vector of block sums described above.
665 The result is a vector containing, at index $x$, the value to be added to every element of block $x$ in each line of $C_z$.
667 This summing is done in shared memory by kernel \texttt{add\_sums2prefixes()} as described by Figure \ref{GPUaddsoms2cumuls}.
669 The values of $C_{z^2}$ are obtained together with those of $C_{z}$ and in exactly the same way.
670 For publishing reasons, figures do not show the $C_{z^2}$ part of structures.
674 \begin{figure*}[htbp]
676 \resizebox{0.6\linewidth}{0.2\linewidth}{\input{./img/GPUscansomblocs.pdf_t}}
677 \caption{\label{GPUscansomblocs}\texttt{scan\_blocksums()} details.}
680 \begin{figure*}[htbp]
682 \resizebox{0.7\linewidth}{0.4\linewidth}{\input{./img/GPUaddsoms2cumuls.pdf_t}}
683 \caption{\label{GPUaddsoms2cumuls}\texttt{add\_sums2prefixes()} details.}
686 With this implementation, speedups are quite significant (Table \ref{tabresults}). Moreover, the larger the image,
687 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.
688 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
689 inactive threads in the grid, and thus improves efficiency.
690 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.
693 \subsection{Segment contributions}
694 The choice made for this implementation has been to keep the \emph{1 thread per pixel} rule for the main kernels.
695 Of course, some reduction stages need to override this principle and will be pointed out.
697 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}},
698 there is $16 N_n$ segments whose contribution has to be estimated.
699 The best combination is then chosen to obtain $S_{n,l+1}$ (Figure \ref{GPUtopo}).
700 Segment contributions are computed in parallel by kernel \texttt{GPU\_compute\_segments\_contrib()}.
704 \resizebox{0.9\linewidth}{0.81\linewidth}{\input{./img/topologie.pdf_t}}
705 \caption{\label{GPUtopo}topology around nodes}
708 The grid parameters for this kernel are determined according to the size of the longest segment $npix_{max}$.
709 If $bs_{max}$ is the maximum theoritical blocksize that a GPU can accept,
711 \item the block size $bs$ is taken as
713 \item $npix_{max}$'s next power of two if \\${npix_{max} \in [33 ; bs_{max} ] }$
714 \item 32 if ${npix_{max} < 32 }$
715 \item $bs_{max}$ if ${npix_{max} > 256 }$
717 \item the number of threads blocks assigned to each segment, $N_{TB} = \frac{npix_{max} + bs -1 }{bs}$
719 Our implementation makes intensive use of shared memory and does not allow the use of the maximum theoritical blocksizes
720 (512 for sm13, 1024 for sm20, see \cite{CUDAFT} and \cite{CUDAPG}).
721 Instead we set $bs_{max}^{sm13} = 256$ and $bs_{max}^{sm20} = 512$.
722 Anyway, testing has shown that most often, the best value is 256 for both \textit{sm13} and \textit{sm20} GPU's.
724 \begin{figure*}[htbp]
726 \resizebox{0.6\linewidth}{0.35\linewidth}{\input{./img/contribs_segments.pdf_t}}
727 \caption{\label{contribs_segments}structure for segments contributions computation. Gray symbols help to locate inactive threads as opposed to black
728 ones that figure active threads.}
731 Then \texttt{GPU\_compute\_segments\_contrib()} computes in parallel :
733 \item every pixel coordinates for all $16 N_n$ segments. Since the snake is only read in one direction, we have been able
734 to use a very simple parallel algorithm instead of Bresenham's.
735 It is based on the slope $k$ of each segment~: one pixel per row if $|k|>1$, one pixel per column otherwise.
736 \item every pixel contribution by reading the corresponding values in the lookup tables.
737 \item every thread blocks sums of individual pixel contributions by running a \textit{reduction} stage for each block.
739 The top line of Figure \ref{contribs_segments} shows the base data structure in GPU shared memory which is relative to one segment.
740 We concatenate the single segment structure as much as necessary to create a large vector representing every pixel of every test segment.
741 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.
742 Two stages are processed separately : one for all even nodes and another one for odd nodes,
743 as shown in the two bottom lines of Figure \ref{contribs_segments}.
746 The process is entirely done in shared memory ; only a small amount of data needs to be stored in global memory for each segment~:
748 \item the coordinates of its middle point, in order to be able to add nodes easily if needed.
749 \item the coordinates of its first and last two points, to compute the slope at each end of the segment.
751 The five values above are part of the weighing coefficients determination for each segment and node.
753 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
754 the $16 N_n$ segment contributions.
756 \subsection{Segments with a slope $k$ such as $|k|\leq1$}
757 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}.
758 In an image row, consecutive pixels which belong to the target define an interval which can only have one low and one high ends
759 That's why, on each row, we choose to consider only the contributions of the innermost pixels.
760 This selection is also done inside \texttt{GPU\_compute\_segments\_contrib()} when reading the lookup tables for each pixel contribution.
761 We simply set a null contribution for pixels that need to be ignored.
764 \resizebox{0.75\linewidth}{0.35\linewidth}{\input{./img/tripix.pdf_t}}
765 \caption{\label{tripix}Zoom on part a of segment with $|k| < 1$, at pixel level.}
769 \subsection{Parameters estimation}
770 A \texttt{GPU\_compute\_PLH()} kernel computes in parallel :
772 \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
773 data for these operations are stored in global memory.
774 \item every associated pseudo likelihood value.
775 \item node substitutions when better PLH have been found and if it does not lead to segments crossing.
778 \subsection{End of segmentation}
779 Segmentation is considered achieved out when no other node can be added to the snake (Algorithm \ref{gpualgosimple}).
780 A very simple GPU kernel adds every possible node and returns the number it added.
783 \label{gpualgosimple}
784 \caption{Parralel GPU algorithm : outlines. \texttt{<<<...>>>} indicates a GPU kernel parallel process.}
785 \SetNlSty{textbf}{}{:}
787 transfer image from CPU to GPU\;
788 \texttt{<<<}compute the 2 cumulated images\texttt{>>>}\;
789 \texttt{<<<}initialize the snake\texttt{>>>}\;
790 \Repeat(\tcc*[f]{iteration level}){no more node can be added}{
791 \Repeat(\tcc*[f]{step level}){no more node can be moved}{
792 \texttt{<<<}find best neighbor snake\texttt{>>>}\;
793 \texttt{<<<}adjust node's positions\texttt{>>>}\;
794 transfer the number of moves achieved from GPU memory to CPU memory.
796 \texttt{<<<}Add nodes\texttt{>>>}\;
797 transfert the number of nodes added from GPU memory to CPU memory.
801 \section{\label{secSpeedups}Speedups}
802 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.
803 Results are given in Table \ref{tabresults}.
804 CPU timings were measured on an Intel Xeon E5530-2.4GHz with 12Go RAM (LIFC cluster).
805 GPU timings were obtained on a C2050 GPU with 3GB RAM (adonis-11.grenoble.grid5000.fr).\\
806 Execution times reported are means on ten executions.
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 voluntarily noisy for testing reasons. The contrast has been enhanced for better viewing.
811 We separately give the timings of pre-computations as they are a very general purpose piece of code.
812 Segmentations have been performed with strictly the same parameters (initial shape, threshold length).
813 The neighborhood distance for the first iteration is 32 pixels. It has a slight influence on the
814 time process, but it leads to similar speedups values of approximately 7 times faster than CPU.
816 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.\\
817 Several parameters prevent from achieving higher speedups~:
819 \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 $C_{z^2}$.
820 This is only the case for horizontal segments.
821 \item the use of 64-bit words for computations in shared memory often leads to 2-way bank conflicts.
822 \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
823 run about 66 million of threads, but a snake in a 10000 x 10000 image would be less than 0.1 million pixel long.
829 % \begin{tabular}{|l| r|r r r|}
831 % && CPU & GPU & Speedup\\\cline{3-5}
832 % Image 15MP & \bf total & \bf0.51 s & \bf0.06 s & \bf x8.5 \\
833 % & pre-comp. & 0.21 s & 0.02 s & x10\\
834 % & segment. & 0.34 s & 0.04 s & x8.5\\\hline
835 % Image 100MP & \bf total & \bf 4.33 s & \bf 0.59 s & \bf x7.3\\
836 % & pre-comp. & 1.49 s & 0.13 s & x11\\
837 % & segment. & 2.84 s & 0.46 s & x6.1\\\hline
838 % Image 150Mp & \bf total & \bf 26.4 s & \bf 0.79 s & \bf x33\\
839 % & pre-comp. & 8.4 s & 0.20 s & x42\\
840 % & segment. & 18.0 s & 0.59 s & x30\\\hline
844 % \caption{\label{tabresults} GPU (C2050, sm20) vs CPU timings.}
850 \begin{tabular}{|l| r|r r r|}
852 && CPU & GPU & Speedup\\\cline{3-5}
853 Image 15MP & \bf total & \bf0.51 s & \bf0.06 s & \bf x8.5 \\
854 & pre-comp. & 0.13 s & 0.02 s & x6.5\\
855 & segment. & 0.46 s & 0.04 s & x11.5\\\hline
856 Image 100MP & \bf total & \bf 4.08 s & \bf 0.59 s & \bf x6.9\\
857 & pre-comp. & 0.91 s & 0.13 s & x6.9\\
858 & segment. & 3.17 s & 0.46 s & x6.9\\\hline
859 Image 150Mp & \bf total & \bf 5.7 s & \bf 0.79 s & \bf x7.2\\
860 & pre-comp. & 1.4 s & 0.20 s & x7.0\\
861 & segment. & 4.3 s & 0.59 s & x7.3\\\hline
865 \caption{\label{tabresults} GPU (C2050, sm20) vs CPU timings.}
868 \IEEEpeerreviewmaketitle
872 \section{\label{secConclusion}Conclusion}
873 The algorithm we have focused on is not easy to adapt for high speedups on GPGPU, though we managed to make it work faster than on CPU.
874 The main drawback is clearly its relative low level of parallelism. Nevertheless, we proposed different kernels that allowed us to take advantage of the computation power of GPUs.
875 In future works, we plan to try and manage to benefit from larger computing grids of thread blocks. Among the possible solutions, we plan to work on:
877 \item slicing the image and proceeding the parts in parallel. This is made possible since sm20 GPU provide multi kernel capabilities.
878 \item slicing the image and proceeding the parts on two different GPUs, hosted by the same CPU.
879 \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
880 is often the longest lasting one.
881 \item designing an algorithm, in a GPU way of thinking, instead of adapting the existing CPU-designed algorithm to GPU constraints as we did.
886 %%Est ce qu'on parle du fait qu'on va également réfléchir à repenser l'algo en gpu?
889 % trigger a \newpage just before the given reference
890 % number - used to balance the columns on the last page
891 % adjust value as needed - may need to be readjusted if
892 % the document is modified later
893 %\IEEEtriggeratref{8}
894 % The "triggered" command can be changed if desired:
895 %\IEEEtriggercmd{\enlargethispage{-5in}}
900 \bibliographystyle{IEEEtran}
902 \bibliography{IEEEabrv,biblio}