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Real-time massive convolution for audio applications on GPU

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Real-time massive convolution for audio applications on GPU

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Belloch Rodríguez, JA.; Gonzalez, A.; Martínez Zaldívar, FJ.; Vidal Maciá, AM. (2011). Real-time massive convolution for audio applications on GPU. Journal of Supercomputing. 58(3):449-457. https://doi.org/10.1007/s11227-011-0610-8

Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10251/38905

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Título: Real-time massive convolution for audio applications on GPU
Autor: Belloch Rodríguez, José Antonio Gonzalez, Alberto Martínez Zaldívar, Francisco José Vidal Maciá, Antonio Manuel
Entidad UPV: Universitat Politècnica de València. Instituto Universitario de Telecomunicación y Aplicaciones Multimedia - Institut Universitari de Telecomunicacions i Aplicacions Multimèdia
Universitat Politècnica de València. Departamento de Comunicaciones - Departament de Comunicacions
Universitat Politècnica de València. Departamento de Sistemas Informáticos y Computación - Departament de Sistemes Informàtics i Computació
Fecha difusión:
Resumen:
[EN] Massive convolution is the basic operation in multichannel acoustic signal processing. This field has experienced a major development in recent years. One reason for this has been the increase in the number of sound ...[+]
Palabras clave: FFT , GPU , Massive convolution , Multichannel audio processing
Derechos de uso: Reserva de todos los derechos
Fuente:
Journal of Supercomputing. (issn: 0920-8542 )
DOI: 10.1007/s11227-011-0610-8
Editorial:
Springer Verlag (Germany)
Versión del editor: http://doi.org/10.1007%2Fs11227-011-0610-8
Título del congreso: 2nd Minisymposium on High Performance Computing (HPC) Applied to Computational Problems in Science and Engineering/10th International Conference on Computational and Mathematical Methods in Science and Engineering
Lugar del congreso: Almería, Spain
Fecha congreso: June, 2010
Código del Proyecto:
info:eu-repo/grantAgreement/MICINN//TIN2008-06570-C04-02/ES/CONSTRUCCION Y OPTIMIZACION AUTOMATICAS DE BIBLIOTECAS PARALELAS DE COMPUTACION CIENTIFICA - UM/
info:eu-repo/grantAgreement/GVA//PROMETEO09%2F2009%2F013/ES/Computacion de altas prestaciones sobre arquitecturas actuales en porblemas de procesado múltiple de señal/
info:eu-repo/grantAgreement/UPV//PAID-05-09/
info:eu-repo/grantAgreement/MICINN//TEC2009-13741/ES/Spatial Audio Systems Based On Massive Parallel Processing Of Multichannel Acoustic Signals With General Purpose-Graphics Processing Units (Gp-Gpu) And Multicores/
Agradecimientos:
This work was partially supported by the Spanish Ministerio de Ciencia e Innovacion (Projects TIN2008-06570-C04-02 and TEC2009-13741), Universidad Politecnica de Valencia through PAID-05-09 and Generalitat Valenciana ...[+]
Tipo: Artículo Comunicación en congreso

References

Spors S, Rabenstein R, Herbordt W (2007) Active listening room compensation for massive multichannel sound reproduction system using wave-domain adaptive filtering. J Acoust Soc Am 122:354–369

Huang Y, Benesty J, Chen J (2008) Generalized crosstalk cancellation and equalization using multiple loudspeakers for 3D sound reproduction at the ears of multiple listeners. In: IEEE int conference on acoustics, speech and signal processing, Las Vegas, USA, pp 405–408

Cowan B, Kapralos B (2008) Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution. In: Proceedings of the ACM FuturePlay 2008 international conference on the future of game design and technology, Toronto, Ontario, Canada, November 3–5 [+]
Spors S, Rabenstein R, Herbordt W (2007) Active listening room compensation for massive multichannel sound reproduction system using wave-domain adaptive filtering. J Acoust Soc Am 122:354–369

Huang Y, Benesty J, Chen J (2008) Generalized crosstalk cancellation and equalization using multiple loudspeakers for 3D sound reproduction at the ears of multiple listeners. In: IEEE int conference on acoustics, speech and signal processing, Las Vegas, USA, pp 405–408

Cowan B, Kapralos B (2008) Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution. In: Proceedings of the ACM FuturePlay 2008 international conference on the future of game design and technology, Toronto, Ontario, Canada, November 3–5

Belloch JA, Vidal AM, Martinez-Zaldivar FJ, Gonzalez A (2010) Multichannel acoustic signal processing on GPU. In: Proceedings of the 10th international conference on computational and mathematical methods in science and engineering, vol 1. Almeria, Spain, June 26–30, pp 181–187

Cowan B, Kapralos B (2009) GPU-based one-dimensional convolution for real-time spatial sound generation. Sch J 3(5)

Soliman SS, Mandyam DS, Srinath MD (1997) Continuous and discrete signals and systems. Prentice Hall, New York

Oppenheim AV, Willsky AS, Hamid Nawab S (1996) Signals and systems. Prentice Hall, New York

openGL: http://www.opengl.org/

MKL library: http://software.intel.com/en-us/intel-mkl/

MKL library: http://software.intel.com/en-us/intel-ipp/

CUFFT library: http://developer.download.nvidia.com/compute/cuda/3_1/toolkit/docs/CUFFT_Library_3.1.pdf

CUDA Toolkit 3.1: http://developer.nvidia.com/object/cuda_3_1_downloads.html

CUDA Toolkit 3.2: http://developer.nvidia.com/object/cuda_3_1_downloads.html

Datasheet of AC’97 SoundMAX Codec: http://www.xilinx.com/products/boards/ml505/datasheets/87560554AD1981B_c.pdf

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