GPU Color Space Conversion

被引:1
|
作者
Chase, Patrick [1 ]
Vondran, Gary [2 ]
机构
[1] Hewlett Packard Corp, 16399 W Bernardo Dr, San Diego, CA 92127 USA
[2] Hewlett Packard Corp, Palo Alto, CA 94304 USA
来源
PARALLEL PROCESSING FOR IMAGING APPLICATIONS | 2011年 / 7872卷
关键词
Color conversion; GPU acceleration; interpolation; tetrahedral; color translation;
D O I
10.1117/12.876678
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
Tetrahedral interpolation is commonly used to implement continuous color space conversions from sparse 3D and 4D lookup tables. We investigate the implementation and optimization of tetrahedral interpolation algorithms for GPUs, and compare to the best known CPU tetrahedral implementations, as well as GPU-based trilinear implementations. We show that a $ 500 NVIDIA GTX-580 GPU is 3x faster than a $ 1000 Intel Core i7 980X CPU for 3D interpolation, and 9x faster for 4D interpolation. Performance-relevant GPU attributes are explored including thread scheduling, local memory characteristics, global memory hierarchy, and cache behaviors. We consider existing tetrahedral interpolation algorithms and tune based on the GPU structure. Global memory performance is improved by reordering and expanding the lookup table to ensure optimal access behaviors. Per multiprocessor local memory is exploited to implement optimally coalesced global memory accesses, and local memory addressing is optimized to minimize bank conflicts. We explore the impacts of lookup table density upon computation and memory access costs. Also presented are CPU-based 3D and 4D interpolators, using SSE vector operations, that are faster than any previously published solution.
引用
收藏
页数:9
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