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GPU-friendly EBCOT variant with single-pass scan order and raw bit plane coding

机译:具有GPU友好性的EBCOT变体,具有单遍扫描顺序和原始位平面编码

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A major drawback of JPEG 2000 is the computational complexity of its entropy coder named Embedded Block Coder with Optimized Truncation (EBCOT). This paper proposes two alterations to the original algorithm that seek to improve the trade-off between compression efficiency and throughput. Firstly, magnitude bits within a bit plane are not prioritized by their significance anymore, but instead coded in a single pass instead of three, reducing the amount of expensive memory accesses at the cost of fewer truncation points. Secondly, low bit planes can entirely bypass the arithmetic coder and thus do not require any context-modelling. Both the encoder and decoder can process such bit planes in a sample-parallel fashion. Experiments show average speed-ups of 1.6x (1.8x) for the encoder and 1.5x (1.9x) for the decoder, when beginning raw-coding after the fourth (third) bit plane, while the data rate increases only by 1.15x (1.3x).
机译:JPEG 2000的主要缺点是其熵编码器称为具有优化截断功能的嵌入式块编码器(EBCOT)的计算复杂性。本文提出了对原始算法的两种替代方法,旨在提高压缩效率和吞吐量之间的平衡。首先,位平面内的幅度位不再按其重要性排序,而是以单遍而不是三遍编码,从而以较少的截断点为代价减少了昂贵的内存访问量。其次,低位平面可以完全绕过算术编码器,因此不需要任何上下文建模。编码器和解码器都可以以样本并行方式处理这样的位平面。实验表明,在第四(第三)位平面之后开始原始编码时,编码器的平均速度提高了1.6倍(1.8倍),解码器的平均速度提高了1.5倍(1.9倍),而数据速率仅提高了1.15倍。 (1.3倍)。

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