Reducing 3D Fast Wavelet Transform Execution Time Using Blocking and the Streaming SIMD Extensions

  • Authors:
  • Gregorio Bernabé;José M. García;José González

  • Affiliations:
  • Dpto. Ingeniería y Tecnología de Computadores, Universidad de Murcia, Murcia, Spain 30071;Dpto. Ingeniería y Tecnología de Computadores, Universidad de Murcia, Murcia, Spain 30071;Intel Barcelona Research Center, Intel Labs, Barcelona, Spain 08034

  • Venue:
  • Journal of VLSI Signal Processing Systems
  • Year:
  • 2005

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Abstract

The video compression algorithms based on the 3D wavelet transform obtain excellent compression rates at the expense of huge memory requirements, that drastically affects the execution time of such applications. Its objective is to allow the real-time video compression based on the 3D fast wavelet transform. We show the hardware and software interaction for this multimedia application on a general-purpose processor. First, we mitigate the memory problem by exploiting the memory hierarchy of the processor using several techniques. As for instance, we implement and evaluate the blocking technique. We present two blocking approaches in particular: cube and rectangular, both of which differ in the way the original working set is divided. We also put forward the reuse of previous computations in order to decrease the number of memory accesses and floating point operations. Afterwards, we present several optimizations that cannot be applied by the compiler due to the characteristics of the algorithm. On the one hand, the Streaming SIMD Extensions (SSE) are used for some of the dimensions of the sequence (y and time), to reduce the number of floating point instructions, exploiting Data Level Parallelism. Then, we apply loop unrolling and data prefetching to specific parts of the code. On the other hand, the algorithm is vectorized by columns, allowing the use of SIMD instructions for the y dimension. Results show speedups of 5x in the execution time over a version compiled with the maximum optimizations of the Intel C/C++ compiler, maintaining the compression ratio and the video quality (PSNR) of the original encoder based on the 3D wavelet transform. Our experiments also show that, allowing the compiler to perform some of these optimizations (i.e. automatic code vectorization), causes performance slowdown, demonstrating the effectiveness of our optimizations.