After the tremendous success of convolutional neural networks in image classification, object detection, speech recognition, etc., there is now rising demand for deployment of these compute-intensive ML models on tightly power constrained embedded and mobile systems at low cost as well as for pushing the throughput in data centers. This has triggered a wave of research towards specialized hardware accelerators. Their performance is often constrained by I O bandwidth and the energy consumption is dominated by I O transfers to off-chip memory. We introduce and evaluate a novel, hardware-friendly compression scheme for the feature maps present within convolutional neural networks. We show that an average compression ratio of 4.4× relative to uncompressed data and a gain of 60 over existing method can be achieved for ResNet-34 with a compression block requiring <300 bit of sequential cells and minimal combinational logic.
For this work, we build on a method known in the area of texture compression for GPUs, @cite_27 , fuse it with sparsity-focused compression methods, and evaluate the resulting compression algorithm on intermediate feature maps to show compression ratios of 4.4 and 2.8 for 8 ,bit AlexNet and SqueezeNet, respectively.
@cite_27
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Weight pruning methods of deep neural networks have been demonstrated to achieve a good model pruning ratio without loss of accuracy, thereby alleviating the significant computation storage requirements of large-scale DNNs. Structured weight pruning methods have been proposed to overcome the limitation of irregular network structure and demonstrated actual GPU acceleration. However, the pruning ratio and GPU acceleration are limited when accuracy needs to be maintained. In this work, we overcome pruning ratio and GPU acceleration limitations by proposing a unified, systematic framework of structured weight pruning for DNNs, named ADAM-ADMM. It is a framework that can be used to induce different types of structured sparsity, such as filter-wise, channel-wise, and shape-wise sparsity, as well non-structured sparsity. The proposed framework incorporates stochastic gradient descent with ADMM, and can be understood as a dynamic regularization method in which the regularization target is analytically updated in each iteration. A significant improvement in structured weight pruning ratio is achieved without loss of accuracy, along with fast convergence rate. With a small sparsity degree of 33.3 on the convolutional layers, we achieve 1.64 accuracy enhancement for the AlexNet model. This is obtained by mitigation of overfitting. Without loss of accuracy on the AlexNet model, we achieve 2.58x and 3.65x average measured speedup on two GPUs, clearly outperforming the prior work. The average speedups reach 2.77x and 7.5x when allowing a moderate accuracy loss of 2 . In this case the model compression for convolutional layers is 13.2x, corresponding to 10.5x CPU speedup. Our experiments on ResNet model and on other datasets like UCF101 and CIFAR-10 demonstrate the consistently higher performance of our framework. Our models and codes are released at this https URL We present a Multi View Stereo approach for huge unstructured image datasets that can deal with large variations in surface sampling rate of single images. Our method reconstructs surface parts always in the best available resolution. It considers scaling not only for large scale differences, but also between arbitrary small ones for a weighted merging of the best partial reconstructions. We create depth maps with our GPU based depth map algorithm, that also performs normal optimization. It matches several images that are found with a heuristic image selection method, to a reference image. We remove outliers by comparing depth maps against each other with a fast but reliable GPU approach. Then, we merge the different reconstructions from depth maps in 3D space by selecting the best points and optimizing them with not selected points. Finally, we create the surface by using a Delaunay graph cut. We present a new geometry compression method for animations, which is based on the clustered principal component analysis (CPCA). Instead of analyzing the set of vertices for each frame, our method analyzes the set of paths for all vertices for a certain animation length. Thus, using a data-driven approach, it can identify mesh parts, that are "coherent" over time. This usually leads to a very efficient and robust segmentation of the mesh into meaningful clusters, e.g. the wings of a chicken. These parts are then compressed separately using standard principal component analysis (PCA). Each of this clusters can be compressed more efficiently with lesser PCA components compared to previous approaches. Results show, that the new method outperforms other compression schemes like pure PCA based compression or combinations with linear prediction coding, while maintaining a better reconstruction error. This is true, even if the components and weights are quantized before transmission. The reconstruction process is very simple and can be performed directly on the GPU. We propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels. Our solution is based on an adaptive data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. One key element of our method is to guide data production and streaming directly based on information extracted during rendering. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality performance trade-off and exploit temporal coherence. We also introduce a mipmapping-like process that allows for an increased display rate and better quality through high quality filtering. To further enrich the data set, we create additional details through a variety of procedural methods. We demonstrate our approach in several scenarios, like the exploration of a 3D scan (81923 resolution), of hypertextured meshes (163843 virtual resolution), or of a fractal (theoretically infinite resolution). All examples are rendered on current generation hardware at 20--90 fps and respect the limited GPU memory budget. Depth map compression is important for efficient network transmission of 3D visual data in texture-plus-depth format, where the observer can synthesize an image of a freely chosen viewpoint via depth-image-based rendering (DIBR) using received neighboring texture and depth maps as anchors. Unlike texture maps, depth maps exhibit unique characteristics like smooth interior surfaces and sharp edges that can be exploited for coding gain. In this paper, we propose a multi-resolution approach to depth map compression using previously proposed graph-based transform (GBT). The key idea is to treat smooth surfaces and sharp edges of large code blocks separately and encode them in different resolutions: encode edges in original high resolution (HR) to preserve sharpness, and encode smooth surfaces in low-pass-filtered and down-sampled low resolution (LR) to save coding bits. Because GBT does not filter across edges, it produces small or zero high-frequency components when coding smooth-surface depth maps and leads to a compact representation in the transform domain. By encoding down-sampled surface regions in LR GBT, we achieve representation compactness for a large block without the high computation complexity associated with an adaptive large-block GBT. At the decoder, encoded LR surfaces are up-sampled and interpolated while preserving encoded HR edges. Experimental results show that our proposed multi-resolution approach using GBT reduced bitrate by 68 compared to native H.264 intra with DCT encoding original HR depth maps, and by 55 compared to single-resolution GBT encoding small blocks. Inspired by theories of sparse representation and compressed sensing, this paper presents a simple, novel, yet very powerful approach for texture classification based on random projection, suitable for large texture database applications. At the feature extraction stage, a small set of random features is extracted from local image patches. The random features are embedded into a bag--of-words model to perform texture classification; thus, learning and classification are carried out in a compressed domain. The proposed unconventional random feature extraction is simple, yet by leveraging the sparse nature of texture images, our approach outperforms traditional feature extraction methods which involve careful design and complex steps. We have conducted extensive experiments on each of the CUReT, the Brodatz, and the MSRC databases, comparing the proposed approach to four state-of-the-art texture classification methods: Patch, Patch-MRF, MR8, and LBP. We show that our approach leads to significant improvements in classification accuracy and reductions in feature dimensionality. Volumetric data commonly has high depth complexity which makes it difficult to judge spatial relationships accurately. There are many different ways to enhance depth perception, such as shading, contours, and shadows. Artists and illustrators frequently employ halos for this purpose. In this technique, regions surrounding the edges of certain structures are darkened or brightened which makes it easier to judge occlusion. Based on this concept, we present a flexible method for enhancing and highlighting structures of interest using GPU-based direct volume rendering. Our approach uses an interactively defined halo transfer function to classify structures of interest based on data value, direction, and position. A feature-preserving spreading algorithm is applied to distribute seed values to neighboring locations, generating a controllably smooth field of halo intensities. These halo intensities are then mapped to colors and opacities using a halo profile function. Our method can be used to annotate features at interactive frame rates. In this paper, we present a new geometry compression technique particularly suitable for 3D mesh models of engineering class ‐ architectural models, machine plants, factories, etc. We observe that such models have a number of repeating features at various levels of granularity. In most of the widely available models in this class, the geometric description of such features are also repeated. A major distinctive aspect of our compression technique is that repeating geometric features in the geometric model are automatically discovered and then compactly encoded. The proposed method discovers repetition first at the connected component level and then at the subcomponent level across components and also at the aggregate component level. The results from a straight forward implementation tried on large mesh models downloaded from the net are extremely encouraging. We rigorously evaluate three state-of-the-art techniques for inducing sparsity in deep neural networks on two large-scale learning tasks: Transformer trained on WMT 2014 English-to-German, and ResNet-50 trained on ImageNet. Across thousands of experiments, we demonstrate that complex techniques (, 2017; , 2017b) shown to yield high compression rates on smaller datasets perform inconsistently, and that simple magnitude pruning approaches achieve comparable or better results. Additionally, we replicate the experiments performed by (Frankle & Carbin, 2018) and (, 2018) at scale and show that unstructured sparse architectures learned through pruning cannot be trained from scratch to the same test set performance as a model trained with joint sparsification and optimization. Together, these results highlight the need for large-scale benchmarks in the field of model compression. We open-source our code, top performing model checkpoints, and results of all hyperparameter configurations to establish rigorous baselines for future work on compression and sparsification. Volumetric methods provide efficient, flexible and simple ways of integrating multiple depth images into a full 3D model. They provide dense and photorealistic 3D reconstructions, and parallelised implementations on GPUs achieve real-time performance on modern graphics hardware. To run such methods on mobile devices, providing users with freedom of movement and instantaneous reconstruction feedback, remains challenging however. In this paper we present a range of modifications to existing volumetric integration methods based on voxel block hashing, considerably improving their performance and making them applicable to tablet computer applications. We present (i) optimisations for the basic data structure, and its allocation and integration; (ii) a highly optimised raycasting pipeline; and (iii) extensions to the camera tracker to incorporate IMU data. In total, our system thus achieves frame rates up 47 Hz on a Nvidia Shield Tablet and 910 Hz on a Nvidia GTX Titan XGPU, or even beyond 1.1 kHz without visualisation. In order to solve multi-view point clouds registration in large non-feature marked scenes, a new registration and stitching method was proposed based on 2D SIFT(Scale-invariant feature transform) features. Firstly, we used texture mapping method to generate 2D effective texture image, and then extracted and match SIFT features, obtained accurate key points and registration relationship between the effective texture images. Secondly, we reflected the SIFT key points and registration relationship to the 3D point clouds data, obtained key points and registration relationship of multi-view point clouds, we can achieve multi-view point clouds stitching. Our algorithm used texture mapping method to generate 2D effective texture image, it can eliminate interference of the holes and ineffective points, and can eliminate unnecessary mistake matching. Our algorithm used correct extracted matching point pairs to stitch, avoiding stepwise iterated of ICP algorithm, so our algorithm is simple to calculate, and it's matching precision and matching efficiency are improved to some extent. We carried experiments on two-view point clouds in two large indoor; the experiment results verified the validity of our algorithm. We present a new, massively parallel method for high-quality multiview matching. Our work builds on the Patchmatch idea: starting from randomly generated 3D planes in scene space, the best-fitting planes are iteratively propagated and refined to obtain a 3D depth and normal field per view, such that a robust photo-consistency measure over all images is maximized. Our main novelties are on the one hand to formulate Patchmatch in scene space, which makes it possible to aggregate image similarity across multiple views and obtain more accurate depth maps. And on the other hand a modified, diffusion-like propagation scheme that can be massively parallelized and delivers dense multiview correspondence over ten 1.9-Megapixel images in 3 seconds, on a consumer-grade GPU. Our method uses a slanted support window and thus has no fronto-parallel bias, it is completely local and parallel, such that computation time scales linearly with image size, and inversely proportional to the number of parallel threads. Furthermore, it has low memory footprint (four values per pixel, independent of the depth range). It therefore scales exceptionally well and can handle multiple large images at high depth resolution. Experiments on the DTU and Middlebury multiview datasets as well as oblique aerial images show that our method achieves very competitive results with high accuracy and completeness, across a range of different scenarios. We show that combining multiple texture description methods significantly improves the performance compared to using the single best texture method alone.We further propose to use information theoretic compression approach to compress high-dimensional multi-texture features into a compact heterogeneous texture representation.We perform a comprehensive evaluation of color features, popular in object recognition, for the task of texture classification.We show that late fusion of our compact texture descriptor with discriminative color feature outperforms state-of-the-art results on challenging texture recognition datasets. Describing textures is a challenging problem in computer vision and pattern recognition. The classification problem involves assigning a category label to the texture class it belongs to. Several factors such as variations in scale, illumination and viewpoint make the problem of texture description extremely challenging. A variety of histogram based texture representations exists in literature. However, combining multiple texture descriptors and assessing their complementarity is still an open research problem. In this paper, we first show that combining multiple local texture descriptors significantly improves the recognition performance compared to using a single best method alone. This gain in performance is achieved at the cost of high-dimensional final image representation. To counter this problem, we propose to use an information-theoretic compression technique to obtain a compact texture description without any significant loss in accuracy. In addition, we perform a comprehensive evaluation of pure color descriptors, popular in object recognition, for the problem of texture classification. Experiments are performed on four challenging texture datasets namely, KTH-TIPS-2a, KTH-TIPS-2b, FMD and Texture-10. The experiments clearly demonstrate that our proposed compact multi-texture approach outperforms the single best texture method alone. In all cases, discriminative color names outperforms other color features for texture classification. Finally, we show that combining discriminative color names with compact texture representation outperforms state-of-the-art methods by 7.8 , 4.3 and 5.0 on KTH-TIPS-2a, KTH-TIPS-2b and Texture-10 datasets respectively. A progressive 3D triangular mesh compression algorithm built on the MOG-based Bayesian entropy coding and the gradual prediction scheme is proposed in this work. For connectivity coding, we employ MOG models to estimate the posterior probabilities of topology symbols given vertex geometries. Then, we encode the topology symbols using an arithmetic coder with different contexts, which depend on the posterior probabilities. For geometry coding, we propose the gradual prediction labeling and the dual-ring prediction to divide vertices into groups and predict later groups more efficiently using the information in already encoded groups. Simulation results demonstrate that the proposed algorithm provides significantly better performance than the conventional wavemesh coder, with the average bit rate reduction of about 16.9 . Deep neural networks (DNNs) have become the state-of-the-art technique for machine learning tasks in various applications. However, due to their size and the computational complexity, large DNNs are not readily deployable on edge devices in real-time. To manage complexity and accelerate computation, network compression techniques based on pruning and quantization have been proposed and shown to be effective in reducing network size. However, such network compression can result in irregular matrix structures that are mismatched with modern hardware-accelerated platforms, such as graphics processing units (GPUs) designed to perform the DNN matrix multiplications in a structured (block-based) way. We propose MPDCompress, a DNN compression algorithm based on matrix permutation decomposition via random mask generation. In-training application of the masks molds the synaptic weight connection matrix to a sub-graph separation format. Aided by the random permutations, a hardware-desirable block matrix is generated, allowing for a more efficient implementation and compression of the network. To show versatility, we empirically verify MPDCompress on several network models, compression rates, and image datasets. On the LeNet 300-100 model (MNIST dataset), Deep MNIST, and CIFAR10, we achieve 10 X network compression with less than 1 accuracy loss compared to non-compressed accuracy performance. On AlexNet for the full ImageNet ILSVRC-2012 dataset, we achieve 8 X network compression with less than 1 accuracy loss, with top-5 and top-1 accuracies of 79.6 and 56.4 , respectively. Finally, we observe that the algorithm can offer inference speedups across various hardware platforms, with 4 X faster operation achieved on several mobile GPUs. Recently, DNN model compression based on network architecture design, e.g., SqueezeNet, attracted a lot attention. No accuracy drop on image classification is observed on these extremely compact networks, compared to well-known models. An emerging question, however, is whether these model compression techniques hurt DNNs learning ability other than classifying images on a single dataset. Our preliminary experiment shows that these compression methods could degrade domain adaptation (DA) ability, though the classification performance is preserved. Therefore, we propose a new compact network architecture and unsupervised DA method in this paper. The DNN is built on a new basic module Conv-M which provides more diverse feature extractors without significantly increasing parameters. The unified framework of our DA method will simultaneously learn invariance across domains, reduce divergence of feature representations, and adapt label prediction. Our DNN has 4.1M parameters, which is only 6.7 of AlexNet or 59 of GoogLeNet. Experiments show that our DNN obtains GoogLeNet-level accuracy both on classification and DA, and our DA method slightly outperforms previous competitive ones. Put all together, our DA strategy based on our DNN achieves state-of-the-art on sixteen of total eighteen DA tasks on popular Office-31 and Office-Caltech datasets. High demand for computation resources severely hinders deployment of large-scale Deep Neural Networks (DNN) in resource constrained devices. In this work, we propose a Structured Sparsity Learning (SSL) method to regularize the structures (i.e., filters, channels, filter shapes, and layer depth) of DNNs. SSL can: (1) learn a compact structure from a bigger DNN to reduce computation cost; (2) obtain a hardware-friendly structured sparsity of DNN to efficiently accelerate the DNN's evaluation. Experimental results show that SSL achieves on average 5.1 × and 3.1 × speedups of convolutional layer computation of AlexNet against CPU and GPU, respectively, with off-the-shelf libraries. These speedups are about twice speedups of non-structured sparsity; (3) regularize the DNN structure to improve classification accuracy. The results show that for CIFAR-10, regularization on layer depth reduces a 20-layer Deep Residual Network (ResNet) to 18 layers while improves the accuracy from 91.25 to 92.60 , which is still higher than that of original ResNet with 32 layers. For AlexNet, SSL reduces the error by 1 . High demand for computation resources severely hinders deployment of large-scale Deep Neural Networks (DNN) in resource constrained devices. In this work, we propose a Structured Sparsity Learning (SSL) method to regularize the structures (i.e., filters, channels, filter shapes, and layer depth) of DNNs. SSL can: (1) learn a compact structure from a bigger DNN to reduce computation cost; (2) obtain a hardware-friendly structured sparsity of DNN to efficiently accelerate the DNNs evaluation. Experimental results show that SSL achieves on average 5.1x and 3.1x speedups of convolutional layer computation of AlexNet against CPU and GPU, respectively, with off-the-shelf libraries. These speedups are about twice speedups of non-structured sparsity; (3) regularize the DNN structure to improve classification accuracy. The results show that for CIFAR-10, regularization on layer depth can reduce 20 layers of a Deep Residual Network (ResNet) to 18 layers while improve the accuracy from 91.25 to 92.60 , which is still slightly higher than that of original ResNet with 32 layers. For AlexNet, structure regularization by SSL also reduces the error by around 1 . Open source code is in this https URL Model compression is a critical technique to efficiently deploy neural network models on mobile devices which have limited computation resources and tight power budgets. Conventional model compression techniques rely on hand-crafted heuristics and rule-based policies that require domain experts to explore the large design space trading off among model size, speed, and accuracy, which is usually sub-optimal and time-consuming. In this paper, we propose AutoML for Model Compression (AMC) which leverage reinforcement learning to provide the model compression policy. This learning-based compression policy outperforms conventional rule-based compression policy by having higher compression ratio, better preserving the accuracy and freeing human labor. Under 4x FLOPs reduction, we achieved 2.7 better accuracy than the handcrafted model compression policy for VGG-16 on ImageNet. We applied this automated, push-the-button compression pipeline to MobileNet and achieved 1.81x speedup of measured inference latency on an Android phone and 1.43x speedup on the Titan XP GPU, with only 0.1 loss of ImageNet Top-1 accuracy. The creation of practical deep learning data-products often requires parallelization across processors and computers to make deep learning feasible on large data sets, but bottlenecks in communication bandwidth make it difficult to attain good speedups through parallelism. Here we develop and test 8-bit approximation algorithms which make better use of the available bandwidth by compressing 32-bit gradients and nonlinear activations to 8-bit approximations. We show that these approximations do not decrease predictive performance on MNIST, CIFAR10, and ImageNet for both model and data parallelism and provide a data transfer speedup of 2x relative to 32-bit parallelism. We build a predictive model for speedups based on our experimental data, verify its validity on known speedup data, and show that we can obtain a speedup of 50x and more on a system of 96 GPUs compared to a speedup of 23x for 32-bit. We compare our data types with other methods and show that 8-bit approximations achieve state-of-the-art speedups for model parallelism. Thus 8-bit approximation is an efficient method to parallelize convolutional networks on very large systems of GPUs.