Abstract-In this paper, a multiple-symbol parallel variable length decoding (VLD) scheme is introduced. The scheme is capable of decoding all the codewords in an -bit block of encoded input data stream. The proposed method partially breaks the recursive dependency related to the VLD. First, all possible codewords in the block are detected in parallel and lengths are returned. The procedure results redundant number of codeword lengths from which incorrect values are removed by recursive selection. Next, the index for each symbol corresponding the detected codeword is generated from the length determining the page and the partial codeword defining the offset in symbol table. The symbol lookup can be performed independently from symbol table. Finally, the sum of the valid codeword lengths is provided to an external shifter aligning the encoded input stream for a new decoding cycle. In order to prove feasibility and determine the limiting factors of our proposal, the variable length decoder has been implemented on an field-programmable gate-array (FPGA) technology. When applied to MPEG-2 standard benchmark scenes, on average 4.8 codewords are decoded per cycle resulting in the throughput of 106 million symbols per second.
Tile-based rendering (also called chunk rendering or bucket rendering) is a promising technique for low-power, 3D graphics platforms. This technique decomposes a scene into smaller regions called tiles and renders the tiles oneby-one. The advantage of this scheme is that a small memory integrated on the graphics accelerator can be used to store the color components and z values of one tile, so that accesses to the frame and z buffer are local, on-chip accesses which consume significantly less power than off-chip accesses. Tile-based rendering, however, requires that the primitives (commonly triangles) are sorted into bins corresponding to the tiles. This paper describes several algorithms for sorting the primitives into bins and evaluates their computational complexity and memory requirements. In addition, we present and evaluate several tests for determining if a triangle and a tile overlap. Experimental results obtained using several suitable 3D graphics workloads show that various trade-offs can be made and that, usually, better performance can be obtained by trading it for memory. This information allows the designer to select the appropriate method depending on the amount of memory available and the computational power.
This paper summarizes the results of over 25 research groups or individual researchers that have presented video coding implementations on general-purpose processors with the new single instruction multiple data media instruction set architecture extensions. The extensions are briefly introduced and the fundamentals for extensions, as well as some inherent problems, are explained. The reported attempts to utilize the extensions are divided into kernel-and application-level, as well as platform dependent and independent optimizations. Optimized applications include, in addition to some proprietary methods, all of the major video coding standards such as H.261, H.263, MPEG-4, MPEG-1, and MPEG-2. These optimized implementations include a complete video codec, several decoders, and several encoders. Additionally, a performance comparison is given for four representative encoder implementations based on the reported results. Also included is an overview of future trends for new instructions and architectural speed-up techniques. Index Terms-H.263, MPEG-4, multimedia instructions, single instruction multiple data (SIMD) media instruction set architecture (ISA) extensions, video coding.
Chullpas are pre‐Columbian burial towers built by indigenous Aymaras on the Bolivian Altiplano. Bolivian chullpas date back to the Late Intermediate Period (A.D. 1000–1476) and the Late Horizon (A.D. 1476–1532). We recorded 228 chullpas among 84 sites in the Huachacalla region of west‐central Bolivia. In our study area, the chullpas are on debris flows and coarse alluvium in the proximal and medial segments of alluvial fans at the foot of two volcanoes. Grain‐size, element, and mineralogical analysis of chullpa wall material and local sediment revealed that the burial towers are composed of calcareous sand that is readily available in alluvial fan deposits near the sites. Our data suggest that the Aymaras considered environmental factors, such as drainage and stability of the soil, when they selected the locations of chullpas, whereas cultural factors played a significant role in chullpa architecture. © 2002 Wiley Periodicals, Inc.
In this paper, a parallel Variable-Length Decoding (VLD) scheme is introduced. The scheme is capable of decoding all the codewords in an N -bit buffer whose accumulated codelength is at most N . The proposed method partially breaks the recursive dependency related to the MPEG-2 VLD. All possible codewords in the buffer are detected in parallel and the sum of the codelengths is provided to the external shifter aligning the variable-length coded input stream for a new decoding cycle. Two length detection mechanisms are proposed: the first approach determines the length in a parallel/serial fashion and the second using a new device denoted as MultiplexedAdd. In order to prove feasibility and determine the limiting factors of our proposal, the parallel/serial codeword detector with 32-bit input has been described in behavioral non-optimized VHDL and mapped onto Altera' s ACEX EP1K100 FPGA. The implemented prototype exhibits a latency of 110 ns and uses 32% of the logic cells of the device. When applied to MPEG-2 standard benchmark scenes, on average 3.5 symbols are decoded per cycle.
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