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Optimal Piecewise Linear Function Approximation for GPU-based Applications

机译:基于GPU的应用的最佳分段线性函数逼近

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摘要

Many computer vision and human-computer interaction applications developed in recent years need evaluating complex and continuous mathematical functions as an essential step toward proper operation. However, rigorous evaluation of this kind of functions often implies a very high computational cost, unacceptable in real-time applications. To alleviate this problem, functions are commonly approximated by simpler piecewise-polynomial representations. Following this idea, we propose a novel, efficient, and practical technique to evaluate complex and continuous functions using a nearly optimal design of two types of piecewise linear approximations in the case of a large budget of evaluation subintervals. To this end, we develop a thorough error analysis that yields asymptotically tight bounds to accurately quantify the approximation performance of both representations. It provides an improvement upon previous error estimates and allows the user to control the trade-off between the approximation error and the number of evaluation subintervals. To guarantee real-time operation, the method is suitable for, but not limited to, an efficient implementation in modern Graphics Processing Units (GPUs), where it outperforms previous alternative approaches by exploiting the fixed-function interpolation routines present in their texture units. The proposed technique is a perfect match for any application requiring the evaluation of continuous functions, we have measured in detail its quality and efficiency on several functions, and, in particular, the Gaussian function because it is extensively used in many areas of computer vision and cybernetics, and it is expensive to evaluate.
机译:近年来开发的许多计算机视觉和人机交互应用程序都需要评估复杂且连续的数学功能,这是朝着正确操作迈出的重要一步。但是,对这种功能的严格评估通常意味着很高的计算成本,这在实时应用中是不可接受的。为了缓解此问题,通常使用更简单的分段多项式表示来近似函数。遵循这个想法,我们提出了一种新颖,高效,实用的技术,在评估子区间的预算较大的情况下,使用两种类型的分段线性近似的最佳设计来评估复杂和连续的函数。为此,我们开发了一个彻底的误差分析,可以得出渐近严格的界限,以准确地量化两种表示的近似性能。它提供了对先前误差估计的改进,并允许用户控制近似误差与评估子间隔数之间的折衷。为了保证实时操作,该方法适用于但不限于现代图形处理单元(GPU)中的有效实现,该方法通过利用纹理单元中存在的固定功能插值例程,胜过以前的替代方法。所提出的技术非常适合需要连续函数评估的任何应用,我们已经详细测量了其在多个函数上的质量和效率,尤其是高斯函数,因为该函数已广泛用于计算机视觉和计算机视觉的许多领域。控制论,评估起来很昂贵。

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