|
ABSTRACT
In this paper, we compare the architectural perspectives of the Wave Field Synthesis (WFS) 3D-audio algorithm mapped on three different platforms: a General Purpose Processor (GPP), a Graphics Processor Unit (GPU) and a Field Programmable Gate Array (FPGA). Previous related work reveals that, up to now, WFS sound systems are based on standard PCs. However, on one hand, contemporary GPUs consist of many multiprocessors that can process data concurrently. On the other hand, recent FPGAs provide huge level of parallelism, and reasonably high performance potentials, which can be exploited very efficiently by smart designers. Furthermore, new parallel programming environments, such as the Compute Unified Device Architecture (CUDA) from NVidia and the Stream from ATI, give to the researchers full access to the GPU resources. We use the CUDA to map the WFS kernel on a GeForce 8600GT GPU. Additionally, we implement a reconfigurable and scalable hardware accelerator for the same kernel, and map it onto Virtex4 FPGAs. We compare both architectural approaches against a baseline GPP implementation on a Pentium D at 3.4 GHz. Our conclusion is that in highly demanding WFS-based audio systems, a low-cost GeForce 8600GT desktop GPU can achieve a speedup of up to 8x comparing to a modern Pentium D implementation. An FPGA-based WFS hardware accelerator consisting of a single rendering unit (RU), can provide a speedup of up 10x comparing to the Pentium D approach. It can fit into small FPGAs and consumes approximately 3 Watts. Furthermore, cascading multiple RUs into a larger FPGA, can boost processing throughput up to more than two orders of magnitude higher than a GPP-based implementation and an order of magnitude better than a low-cost GPU one.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
| |
1
|
A. Mouchtaris, P. Reveliotis, and C. Kyriakakis, "Inverse of Filter Design for Immersive Audio Rendering Over Loudspeakers," in IEEE Transactions on Multimedia, vol. 2, June 2000, pp. 77--87.
|
| |
2
|
A. Berkhout, D. de Vries, and P. Vogel, "Acoustic Control by Wave Field Synthesis," in Journal of the Acoustical Society of America, vol. 93, May 1993, pp. 2764--2778.
|
| |
3
|
J. Owens, M. Houston, D. Luebke, S. Green, J. E. Stone, and J. C. Phillips, "GPU Computing," in Proceedings of the IEEE, vol. 96, May 2008, pp. 879--899.
|
| |
4
|
CUDA technology, NVidia Corporation, "http://www.nvidia.com/object/cuda home.html#state=home."
|
| |
5
|
N. Corporation, "CUDA programming guide version 2.1," Tech. Rep., October 2008.
|
| |
6
|
Xilinx Inc., "H.264 Deblocker Core v1.0," May 2007.
|
| |
7
|
D. Theodoropoulos, G. Kuzmanov, and G. Gaydadjiev, "Reconfgurable Accelerator for WFS-Based 3D-Audio," in IEEE Reconfigurable Architecture Workshop, May 2009.
|
| |
8
|
Xcell Journal, "Using FPGA-Based Hybrid Computers for Bioinformatics Applications," October 2006, pp.80--83.
|
| |
9
|
Xcell Journal, "Future-Proofng Military Applications Using FPGAs," July 2007.
|
| |
10
|
M. A. Gerzon, "Periphony: With-Height Sound Reproduction," in Journal of the Audio Engineering Society, vol. 21, 1973, pp. 2--10.
|
| |
11
|
J. Daniel, R. Nicol, and S. Moreau, "Further Investigations of High Order Ambisonics and Wave Field Synthesis for Holophonic Sound Imaging," in 114th Convention of Audio Engineering Society, March 2003, pp. 58--70.
|
| |
12
|
J. van Dorp Schuitman, "The Rayleigh 2.5D Operator Explained," Laboratory of Acoustical Imaging and Sound Control, TU Delft, The Netherlands, Tech. Rep., June 2007.
|
| |
13
|
P. Vogel, "Application of Wave Field Synthesis in Room Acoustics," Ph.D. dissertation, TU Delft, The Netherlands, 1993.
|
| |
14
|
M. Boone, E. Verheijen, and P. van Tol, "Spatial Sound Field Reproduction by Wave Field Synthesis," in Journal of the Audio Engineering Society, vol. 43, December 1995, pp. 1003--1012.
|
| |
15
|
W. P. J. D. Bruijn, "Application of Wave Field Synthesis in Videoconferencing," Ph.D. dissertation, TU Delft, The Netherlands, October 2004.
|
| |
16
|
D. Menzel, H. Wittek, G. Theile, and H. Fast, "The Binaural Sky: A Virtual Headphone for Binaural Room Synthesis," in International Tonmeister Symposium, October 2005.
|
| |
17
|
SonicEmotion Company, http://www.sonicemotion.com."
|
| |
18
|
Iosono Company, "http://www.iosono-sound.com."
|
| |
19
|
H. Teutsch, S. Spors, W. Herbordt, W. Kellermann, and R. Rabenstein, "An Integrated Real-Time System For Immersive Audio Applications," in IEEE Workshop on Applications of Signal Processing to Audio and Acoustics, October 2003, pp. 67--70.
|
| |
20
|
Jan P. Springer , Christoph Sladeczek , Martin Scheffler , Jan Hochstrate , Frank Melchior , Bernd Frohlich, Combining Wave Field Synthesis and Multi-Viewer Stereo Displays, Proceedings of the IEEE conference on Virtual Reality, p.237-240, March 25-29, 2006
[doi> 10.1109/VR.2006.33]
|
| |
21
|
E. Gallo and N. Tsingos, "Efficient 3D Audio Processing on the GPU," in Proceedings of the ACM Workshop on General Purpose Computing on Graphics Processors, August 2004, p. C42.
|
| |
22
|
Xilinx Inc, "PowerPC 405 Processor Block Reference Guide," July 2005.
|
| |
23
|
Fraunhofer Institute for Digital Media Technology, "http://www.idmt.fraunhofer.de/eng/about_us/facts_figures.htm."
|
|