- -

Real-time massive convolution for audio applications on GPU

RiuNet: Repositorio Institucional de la Universidad Politécnica de Valencia

Compartir/Enviar a

Citas

Estadísticas

  • Estadisticas de Uso

Real-time massive convolution for audio applications on GPU

Mostrar el registro sencillo del ítem

Ficheros en el ítem

dc.contributor.author Belloch Rodríguez, José Antonio es_ES
dc.contributor.author Gonzalez, Alberto es_ES
dc.contributor.author Martínez Zaldívar, Francisco José es_ES
dc.contributor.author Vidal Maciá, Antonio Manuel es_ES
dc.date.accessioned 2014-07-18T08:02:37Z
dc.date.issued 2011-12
dc.identifier.issn 0920-8542
dc.identifier.uri http://hdl.handle.net/10251/38905
dc.description.abstract [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 sources used in playback applications available to users. Another reason is the growing need to incorporate new effects and to improve the hearing experience. Massive convolution requires high computing capacity. GPUs offer the possibility of parallelizing these operations. This allows us to obtain the processing result in much shorter time and to free up CPU resources. One important aspect lies in the possibility of overlapping the transfer of data from CPU to GPU and vice versa with the computation, in order to carry out real-time applications. Thus, a synthesis of 3D sound scenes could be achieved with only a peer-to-peer music streaming environment using a simple GPU in your computer, while the CPU in the computer is being used for other tasks. Nowadays, these effects are obtained in theaters or funfairs at a very high cost, requiring a large quantity of resources. Thus, our work focuses on two mains points: to describe an efficient massive convolution implementation and to incorporate this task to real-time multichannel-sound applications. © 2011 Springer Science+Business Media, LLC. es_ES
dc.description.sponsorship 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 through project PROMETEO/2009/2013
dc.format.extent 9 es_ES
dc.language Inglés es_ES
dc.publisher Springer Verlag (Germany) es_ES
dc.relation.ispartof Journal of Supercomputing es_ES
dc.rights Reserva de todos los derechos es_ES
dc.subject FFT es_ES
dc.subject GPU es_ES
dc.subject Massive convolution es_ES
dc.subject Multichannel audio processing es_ES
dc.subject.classification CIENCIAS DE LA COMPUTACION E INTELIGENCIA ARTIFICIAL es_ES
dc.subject.classification INGENIERIA TELEMATICA es_ES
dc.subject.classification TEORIA DE LA SEÑAL Y COMUNICACIONES es_ES
dc.title Real-time massive convolution for audio applications on GPU es_ES
dc.type Artículo es_ES
dc.type Comunicación en congreso
dc.embargo.lift 10000-01-01
dc.embargo.terms forever es_ES
dc.identifier.doi 10.1007/s11227-011-0610-8
dc.relation.projectID info:eu-repo/grantAgreement/MICINN//TIN2008-06570-C04-02/ES/CONSTRUCCION Y OPTIMIZACION AUTOMATICAS DE BIBLIOTECAS PARALELAS DE COMPUTACION CIENTIFICA - UM/ es_ES
dc.relation.projectID info:eu-repo/grantAgreement/GVA//PROMETEO09%2F2009%2F013/ES/Computacion de altas prestaciones sobre arquitecturas actuales en porblemas de procesado múltiple de señal/ es_ES
dc.relation.projectID info:eu-repo/grantAgreement/UPV//PAID-05-09/ es_ES
dc.relation.projectID 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/
dc.rights.accessRights Abierto es_ES
dc.contributor.affiliation Universitat Politècnica de València. Instituto Universitario de Telecomunicación y Aplicaciones Multimedia - Institut Universitari de Telecomunicacions i Aplicacions Multimèdia es_ES
dc.contributor.affiliation Universitat Politècnica de València. Departamento de Comunicaciones - Departament de Comunicacions es_ES
dc.contributor.affiliation Universitat Politècnica de València. Departamento de Sistemas Informáticos y Computación - Departament de Sistemes Informàtics i Computació es_ES
dc.description.bibliographicCitation 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 es_ES
dc.description.accrualMethod S es_ES
dc.relation.conferencename 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
dc.relation.conferencedate June, 2010
dc.relation.conferenceplace Almería, Spain
dc.relation.publisherversion http://doi.org/10.1007%2Fs11227-011-0610-8 es_ES
dc.description.upvformatpinicio 449 es_ES
dc.description.upvformatpfin 457 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 58 es_ES
dc.description.issue 3 es_ES
dc.relation.senia 205378
dc.contributor.funder Ministerio de Ciencia e Innovación
dc.contributor.funder Universitat Politècnica de València
dc.contributor.funder Generalitat Valenciana
dc.description.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 es_ES
dc.description.references 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 es_ES
dc.description.references 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 es_ES
dc.description.references 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 es_ES
dc.description.references Cowan B, Kapralos B (2009) GPU-based one-dimensional convolution for real-time spatial sound generation. Sch J 3(5) es_ES
dc.description.references Soliman SS, Mandyam DS, Srinath MD (1997) Continuous and discrete signals and systems. Prentice Hall, New York es_ES
dc.description.references Oppenheim AV, Willsky AS, Hamid Nawab S (1996) Signals and systems. Prentice Hall, New York es_ES
dc.description.references openGL: http://www.opengl.org/ es_ES
dc.description.references MKL library: http://software.intel.com/en-us/intel-mkl/ es_ES
dc.description.references MKL library: http://software.intel.com/en-us/intel-ipp/ es_ES
dc.description.references CUFFT library: http://developer.download.nvidia.com/compute/cuda/3_1/toolkit/docs/CUFFT_Library_3.1.pdf es_ES
dc.description.references CUDA Toolkit 3.1: http://developer.nvidia.com/object/cuda_3_1_downloads.html es_ES
dc.description.references CUDA Toolkit 3.2: http://developer.nvidia.com/object/cuda_3_1_downloads.html es_ES
dc.description.references Datasheet of AC’97 SoundMAX Codec: http://www.xilinx.com/products/boards/ml505/datasheets/87560554AD1981B_c.pdf es_ES


Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem