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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
331

From Word Embeddings to Large Vocabulary Neural Machine Translation

Jean, Sébastien 04 1900 (has links)
Dans ce mémoire, nous examinons certaines propriétés des représentations distribuées de mots et nous proposons une technique pour élargir le vocabulaire des systèmes de traduction automatique neurale. En premier lieu, nous considérons un problème de résolution d'analogies bien connu et examinons l'effet de poids adaptés à la position, le choix de la fonction de combinaison et l'impact de l'apprentissage supervisé. Nous enchaînons en montrant que des représentations distribuées simples basées sur la traduction peuvent atteindre ou dépasser l'état de l'art sur le test de détection de synonymes TOEFL et sur le récent étalon-or SimLex-999. Finalament, motivé par d'impressionnants résultats obtenus avec des représentations distribuées issues de systèmes de traduction neurale à petit vocabulaire (30 000 mots), nous présentons une approche compatible à l'utilisation de cartes graphiques pour augmenter la taille du vocabulaire par plus d'un ordre de magnitude. Bien qu'originalement développée seulement pour obtenir les représentations distribuées, nous montrons que cette technique fonctionne plutôt bien sur des tâches de traduction, en particulier de l'anglais vers le français (WMT'14). / In this thesis, we examine some properties of word embeddings and propose a technique to handle large vocabularies in neural machine translation. We first look at a well-known analogy task and examine the effect of position-dependent weights, the choice of combination function and the impact of supervised learning. We then show that simple embeddings learnt with translational contexts can match or surpass the state of the art on the TOEFL synonym detection task and on the recently introduced SimLex-999 word similarity gold standard. Finally, motivated by impressive results obtained by small-vocabulary (30,000 words) neural machine translation embeddings on some word similarity tasks, we present a GPU-friendly approach to increase the vocabulary size by more than an order of magnitude. Despite originally being developed for obtaining the embeddings only, we show that this technique actually works quite well on actual translation tasks, especially for English to French (WMT'14).
332

Large-scale and high-quality multi-view stereo / Stéréo multi-vues à grande-échelle et de haute-qualité

Vu, Hoang Hiep 05 December 2011 (has links)
L'acquisition de modèles 3D des scènes réelles trouve son utilité dans de nombreuses applications pratiques, comme l'archivage numérique, les jeux vidéo, l'ingénierie, la publicité. Il existe principalement deux méthodes pour acquérir un modèle 3D: la reconstruction avec un scanner laser (méthode active) et la reconstruction à partir de plusieurs photographies d'une même scène prise dans des points de vues différentes (méthode passive). Si la méthode active permet d'acquérir des modèles avec une grande précision, il est cependant coûteux et difficile à mettre en place pour de grandes scènes extérieures. La méthode passive, ou la stéréo multi-vues est en revanche plus flexible, facile à mettre en oeuvre et surtout moins coûteuse que la méthode active. Cette thèse s'attaque au problème de la reconstruction de stéréo multi-vues à grande échelle et précise pour les scènes extérieures. Nous améliorons des méthodes précédentes et les assemblons pour créer une chaîne de stéréo multi-vues efficace tirant parti de l'accélération de cartes graphiques. La chaîne produit des maillages de qualité à partir d'images de haute résolution, ce qui permet d'atteindre les meilleurs scores dans de nombreuses évaluations. Aux plus grandes échelles, nous développons d'une part des techniques de type diviser-pour-régner pour reconstruire des morceaux partiaux de la scène. D'autre part, pour combiner ces résultats séparés, nous créons une nouvelle méthode qui fusionne rapidement des centaines de maillages. Nous réussissons à reconstruire de beaux maillages urbains et des monuments historiques précis à partir de grandes collections d'images (environ 1600 images de 5M Pixel) / Acquisition of 3D model of real objects and scenes is indispensable and useful in many practical applications, such as digital archives, game and entertainment industries, engineering, advertisement. There are 2 main methods for 3D acquisition : laser-based reconstruction (active method) and image-based reconstruction from multiple images of the scene in different points of view (passive method). While laser-based reconstruction achieves high accuracy, it is complex, expensive and difficult to set up for large-scale outdoor reconstruction. Image-based, or multi-view stereo methods are more versatile, easier, faster and cheaper. By the time we begin this thesis, most multi-view methods could handle only low resolution images under controlled environment. This thesis targets multi-view stereo both both in large scale and high accuracy issues. We significantly improve some previous methods and combine them into a remarkably effective multi-view pipeline with GPU acceleration. From high-resolution images, we produce highly complete and accurate meshes that achieve best scores in many international recognized benchmarks. Aiming even larger scale, on one hand, we develop Divide and Conquer approaches in order to reconstruct many small parts of a big scene. On the other hand, to combine separate partial results, we create a new merging method, which can merge automatically and quickly hundreds of meshes. With all these components, we are successful to reconstruct highly accurate water-tight meshes for cities and historical monuments from large collections of high-resolution images (around 1600 images of 5 M Pixel images)
333

Physically-based Cloud Rendering on GPU / Physically-based Cloud Rendering on GPU

Elek, Oskár January 2011 (has links)
The rendering of participating media is an interesting and important problem without a simple solution. Yet even among the wide variety of participating media the clouds stand out as an especially difficult case, because of their properties that make their simulation even harder. The work presented in this thesis attempts to provide a solution to this problem, and moreover, to make the proposed method to work in interactive rendering speeds. The main design criteria in designing this method were its physical plausibility and maximal utilization of specific cloud properties which would help to balance the complex nature of clouds. As a result the proposed method builds on the well known photon mapping algorithm, but modifies it in several ways to obtain interactive and temporarily coherent results. This is further helped by designing the method in such a way which allows its implementation on contemporary GPUs, taking advantage of their massively parallel sheer computational power. We implement a prototype of the method in an application that renders a single realistic cloud in interactive framerates, and discuss possible extensions of the proposed technique that would allow its use in various practical industrial applications.
334

Exécution efficace de systèmes Multi-Agents sur GPU / Efficient execution of multi-agent systems on GPU

Laville, Guillaume 27 June 2014 (has links)
Ces dernières années ont consacré l’émergence du parallélisme dans la plupart des branches de l’informatique.Au niveau matériel, tout d’abord, du fait de la stagnation des fréquences de fonctionnement des unités decalcul. Au niveau logiciel, ensuite, avec la popularisation de nombreuses plates-formes d’exécution parallèle.Une forme de parallélisme est également présente dans les systèmes multi-agents, qui facilitent la description desystèmes complexes comme ensemble d’entités en interaction. Si l’adéquation entre ce parallélisme d’exécutionlogiciel et conceptuel semble naturelle, la parallélisation reste une démarche difficile, du fait des nombreusesadaptations devant être effectuées et des dépendances présentes explicitement dans de très nombreux systèmesmulti-agents.Dans cette thèse, nous proposons une solution pour faciliter l’implémentation de ces modèles sur une plateformed’exécution parallèle telle que le GPU. Notre bibliothèque MCMAS vient répondre à cette problématiqueau moyen de deux interfaces de programmation, une couche de bas niveau MCM permettant l’accès direct àOpenCL et un ensemble de plugins utilisables sans connaissances GPU. Nous étudions ensuite l’utilisation decette bibliothèque sur trois systèmes multi-agents existants : le modèle proie-prédateur, le modèle MIOR etle modèle Collemboles. Pour montrer l’intérêt de cette approche, nous présentons une étude de performancede chacun de ces modèles et une analyse des facteurs contribuant à une exécution efficace sur GPU. Nousdressons enfin un bilan du travail et des réflexions présentées dans notre mémoire, avant d’évoquer quelquespistes d’amélioration possibles de notre solution. / These last years have seen the emergence of parallelism in many fields of computer science. This is explainedby the stagnation of the frequency of execution units at the hardware level and by the increasing usage ofparallel platforms at the software level. A form of parallelism is present in multi-agent systems, that facilitatethe description of complex systems as a collection of interacting entities. If the similarity between this softwareand this logical parallelism seems obvious, the parallelization process remains difficult in this case because ofthe numerous dependencies encountered in many multi-agent systems.In this thesis, we propose a common solution to facilitate the adaptation of these models on a parallel platformsuch as GPUs. Our library, MCMAS, provides access to two programming interface to facilitate this adaptation:a low-level layer providing direct access to OpenCL, MCM, and a high-level set of plugins not requiring anyGPU-related knowledge.We study the usage of this library on three existing multi-agent models : predator-prey,MIOR and Collembola. To prove the interest of the approach we present a performance study for each modeland an analysis of the various factors contributing to an efficient execution on GPUs. We finally conclude on aoverview of the work and results presented in the report and suggest future directions to enhance our solution.
335

[en] REAL-TIME LABEL VISUALIZATION IN MASSIVE MODELS OBJECTS / [pt] VISUALIZAÇÃO DE RÓTULOS EM OBJETOS DE MODELOS MASSIVOS EM TEMPO REAL

RENATO DERIS PRADO 11 October 2013 (has links)
[pt] Rótulos virtuais são utilizados em aplicações de computação gráfica para representar informações textuais dispostas sobre superfícies geométricas. Tais informações consistem em nomes, numerações, ou outros dados relevantes que precisem ser notados rapidamente quando um usuário examina os objetos da cena. Este trabalho tem como foco os chamados modelos massivos, como modelos CAD (Computer Aided Design) de refinarias de petróleo, os quais possuem um grande número de primitivas geométricas cujo rendering apresenta um alto custo computacional. Em grandes projetos de engenharia, é desejável a visualização imediata de informações específicas de cada objeto ou de partes do modelo, as quais, se exibidas por meio de técnicas convencionais de texturização podem extrapolar os recursos computacionais disponíveis. Nesta dissertação desenvolvemos uma forma de exibir, em tempo real, rótulos virtuais com informações distintas, nas superfícies de objetos de modelos massivos. A técnica é implementada inteiramente em GPU, não apresenta perda significativa de desempenho e possui um baixo gasto de memória. Os objetos de modelos CAD são o foco principal do trabalho, apesar de a solução poder ser utilizada em outros tipos de objetos desde que suas coordenadas de textura sejam corretamente ajustadas. / [en] Virtual Labels are used in computer graphics applications to represent textual information arranged on geometric surfaces. Such information consists of names, numbering, or other relevant data that need to be noticed quickly when a user scans the objects in the scene. This paper focuses on the so-called massive models, as CAD models (Computer Aided Design) of oil refineries, which have a large number of geometric primitives whose rendering presents a high computational cost. In large engineering projects, the immediate visualization of information specific to each object or parts of the model is desirable, which, if displayed by conventional texturing techniques can extrapolate the available computational resources. In this work we have developed a way to view, in real time, virtual labels with different information on the surfaces of objects in massive models. The technique is implemented entirely on the GPU, shows no significant loss of performance and low memory cost. CAD models objects are the main focus of the work, although the solution can be used in other types of objects once their texture coordinates are adjusted correctly.
336

Parallélisation d'heuristiques d'optimisation sur les GPUs / Parallel optimization heuristics on GPUs

Berrajaa, Achraf 27 December 2018 (has links)
Cette thèse, présente des contributions à la résolution (sur les GPUs) de problèmes d'optimisations réels de grandes tailles. Les problèmes de tournées de véhicules (VRP) et ceux de localisation des hubs (HLP) sont traités. Diverses approches et leur implémentions sur GPU pour résoudre des variantes du VRP sont présentées. Un algorithme génétique (GA) parallèle sur GPU est proposé pour résoudre différentes variantes du HLP. Le GA adapte son codage, sa solution initiale, ses opérateurs génétiques et son implémentation à chacune des variantes traitées. Enfin, nous avons utilisé le GA pour résoudre le HLP avec des incertitudes sur les données.Les tests numériques montrent que les approches proposées exploitent efficacement la puissance de calcul du GPU et ont permis de résoudre de larges instances jusqu'à 6000 nœuds. / This thesis presents contributions to the resolution (on GPUs) of real optimization problems of large sizes. The vehicle routing problems (VRP) and the hub location problems (HLP) are treated. Various approaches implemented on GPU to solve variants of the VRP. A parallel genetic algorithm (GA) on GPU is proposed to solve different variants of the HLP. The proposed GA adapts its encoding, initial solution, genetic operators and its implementation to each of the variants treated. Finally, we used the GA to solve the HLP with uncertainties on the data.The numerical tests show that the proposed approaches effectively exploit the computing power of the GPU and have made it possible to resolve large instances up to 6000 nodes.
337

Développement d'algorithmes pour la fonction NCTR - Application des calculs parallèles sur les processeurs GPU / Algorithm development for NCTR function - Parallel Computing application on GPU cards

Boulay, Thomas 22 October 2013 (has links)
Le thème principal de cette thèse est l'étude d'algorithmes de reconnaissance de cibles non coopératives (NCTR). Il s'agit de faire de la reconnaissance au sein de la classe "chasseur" en utilisant le profil distance. Nous proposons l'étude de quatre algorithmes : un basé sur l'algorithme des KPPV, un sur les méthodes probabilistes et deux sur la logique floue. Une contrainte majeure des algorithmes NCTR est le contrôle du taux d'erreur tout en maximisant le taux de succès. Nous avons pu montrer que les deux premiers algorithmes ne permettait pas de respecter cette contrainte. Nous avons en revanche proposé deux algorithmes basés sur la logique floue qui permettent de respecter cette contrainte. Ceci se fait au détriment du taux de succès (notamment sur les données réelles) pour le premier des deux algorithmes. Cependant la deuxième version de l'algorithme a permis d'augmenter considérablement le taux de succès tout en gardant le contrôle du taux d'erreur. Le principe de cet algorithme est de caractériser, case distance par case distance, l'appartenance à une classe en introduisant notamment des données acquises en chambre sourde. Nous avons également proposé une procédure permettant d'adapter les données acquises en chambre sourde pour une classe donnée à d'autres classes de cibles. La deuxième contrainte forte des algorithmes NCTR est la contrainte du temps réel. Une étude poussée d'une parallélisation de l'algorithme basé sur les KPPV a été réalisée en début de thèse. Cette étude a permis de faire ressortir les points à prendre en compte lors d'une parallélisation sur GPU d'algorithmes NCTR. Les conclusions tirées de cette étude permettront par la suite de paralléliser de manière efficace sur GPU les futurs algorithmes NCTR et notamment ceux proposés dans le cadre de cette thèse. / The main subject of this thesis is the study of algorithms for non-cooperative targets recognition (NCTR). The purpose is to make recognition within "fighter" class using range profile. The study of four algorithms is proposed : one based on the KNN algorithm, one on probabilistic methods and two on fuzzy logic. A major constraint of NCTR algorithms is to control the error rate while maximizing the success rate. We have shown that the two first algorithms are not sufficient to fulfill this requirement. On the other hand, two algorithms based on fuzzy logic have been proposed and meet this requirement. Compliance with this condition is made at the expense of success rate (in particular on real data) for the first of the two algorithms based on fuzzy-logic. However, a second version of the algorithm has greatly increased the success rate while keeping control of the error rate. The principle of this algorithm is to make classification range bin by range bin, with the introduction of data acquired in an anechoic chamber. We also proposed a procedure for adapting the data acquired in an anechoic chamber for a class to another class of targets. The second major constraint algorithms NCTR is the real time constraint. An advanced study of a parallelization on GPU of the algorithm based on KNN was conducted at the beginning of the thesis. This study has helped to identify key points of a parallelization on GPU of NCTR algorithms. Findings from this study will be used to parallelize efficiently on GPU future NCTR algorithms, including those proposed in the thesis.
338

Reconstrução de imagens por tomografia por impedância elétrica utilizando recozimento simulado massivamente paralelizado. / Image reconstruction through electrical impedance tomography using massively parallelized simulated annealing.

Tavares, Renato Seiji 06 May 2016 (has links)
A tomografia por impedância elétrica é uma modalidade de imageamento médico recente, com diversas vantagens sobre as demais modalidades já consolidadas. O recozimento simulado é um algoritmo que apresentada qualidade de solução, mesmo com a utilização de uma regularização simples e sem informação a priori. Entretanto, existe a necessidade de reduzir o tempo de processamento. Este trabalho avança nessa direção, com a apresentação de um método de reconstrução que utiliza o recozimento simulado e paralelização massiva em GPU. A paralelização das operações matriciais em GPU é explicada, com uma estratégia de agendamento de threads que permite a paralelização efetiva de algoritmos, até então, considerados não paralelizáveis. Técnicas para sua aceleração são discutidas, como a heurística de fora para dentro. É proposta uma nova representação de matrizes esparsas voltada para as características da arquitetura CUDA, visando um melhor acesso à memória global do dispositivo e melhor utilização das threads. Esta nova representação de matriz mostrou-se vantajosa em relação aos formatos mais utilizados. Em seguida, a paralelização massiva do problema inverso da TIE, utilizando recozimento simulado, é estudada, com uma proposta de abordagem híbrida com paralelização tanto em CPU quanto GPU. Os resultados obtidos para a paralelização do problema inverso são superiores aos do problema direto. A GPU satura em aproximadamente 7.000 nós, a partir do qual o ganho em desempenho é de aproximadamente 5 vezes. A utilização de GPUs é viável para a reconstrução de imagens de tomografia por impedância elétrica. / Electrical impedance tomography is a new medical imaging modality with remarkable advatanges over other stablished modalities. Simulated annealing is an algorithm that renders quality solutions despite the use of simple regularization methods and the absence of a priori information. However, it remains the need to reduce its processing time. This work takes a step in this direction, presenting a method for the reconstruction of EIT images using simulated annealing and GPU parallelization. The parallelization of matrix operations in GPU is explained, with a thread scheduling strategy that allows the effective parallelization of not-yet effectively parallelized algorithms. There are strategies for improving its performance, such as the presented outside-in heuristic. It is proposed a new sparse matrix representation focused on the CUDA architecture characteristics, with improved global memory access patterns and thread efficiency. This new matrix representation showed several advantages over the most common formats. The massive parallelization of the TIE\'s inverse problem using simulated annealing is studied, with a proposed hybrid approach that uses parallelization in both CPU and GPU. Results showed that the performance gain for the inverse problem is higher than the one obtained for the forward problem. The GPU device saturates with meshes of size of approximately 7,000 nodes, with a performance gain around 5 times faster than serial implementations. GPU parallelization may be used for the reconstruction of electrical impedance tomography images.
339

Processamento de áudio em tempo real em dispositivos computacionais de alta disponibilidade e baixo custo / Real time digital audio processing using highly available, low cost devices

Bianchi, André Jucovsky 21 October 2013 (has links)
Neste trabalho foi feita uma investigação sobre a realização de processamento de áudio digital em tempo real utilizando três dispositivos com características computacionais fundamentalmente distintas porém bastante acessíveis em termos de custo e disponibilidade de tecnologia: Arduino, GPU e Android. Arduino é um dispositivo com licenças de hardware e software abertas, baseado em um microcontrolador com baixo poder de processamento, muito utilizado como plataforma educativa e artística para computações de controle e interface com outros dispositivos. GPU é uma arquitetura de placas de vídeo com foco no processamento paralelo, que tem motivado o estudo de modelos de programação específicos para sua utilização como dispositivo de processamento de propósito geral. Android é um sistema operacional para dispositivos móveis baseado no kernel do Linux, que permite o desenvolvimento de aplicativos utilizando linguagem de alto nível e possibilita o uso da infraestrutura de sensores, conectividade e mobilidade disponível nos aparelhos. Buscamos sistematizar as limitações e possibilidades de cada plataforma através da implementação de técnicas de processamento de áudio digital em tempo real e da análise da intensidade computacional em cada ambiente. / This dissertation describes an investigation about real time audio signal processing using three platforms with fundamentally distinct computational characteristics, but which are highly available in terms of cost and technology: Arduino, GPU boards and Android devices. Arduino is a device with open hardware and software licences, based on a microcontroller with low processing power, largely used as educational and artistic platform for control computations and interfacing with other devices. GPU is a video card architecture focusing on parallel processing, which has motivated the study of specific programming models for its use as a general purpose processing device. Android is an operating system for mobile devices based on the Linux kernel, which allows the development of applications using high level language and allows the use of sensors, connectivity and mobile infrastructures available on devices. We search to systematize the limitations and possibilities of each platform through the implementation of real time digital audio processing techinques and the analysis of computational intensity in each environment.
340

Proposta para aceleração de desempenho de algoritmos de visão computacional em sistemas embarcados / Proposed algorithms performance acceleration computer vision in embedded systems

Curvello, André Márcio de Lima 10 June 2016 (has links)
O presente trabalho apresenta um benchmark para avaliar o desempenho de uma plataforma embarcada WandBoard Quad no processamento de imagens, considerando o uso da sua GPU Vivante GC2000 na execução de rotinas usando OpenGL ES 2.0. Para esse fim, foi tomado por base a execução de filtros de imagem em CPU e GPU. Os filtros são as aplicações mais comumente utilizadas em processamento de imagens, que por sua vez operam por meio de convoluções, técnica esta que faz uso de sucessivas multiplicações matriciais, o que justifica um alto custo computacional dos algoritmos de filtros de imagem em processamento de imagens. Dessa forma, o emprego da GPU em sistemas embarcados é uma interessante alternativa que torna viável a realização de processamento de imagem nestes sistemas, pois além de fazer uso de um recurso presente em uma grande gama de dispositivos presentes no mercado, é capaz de acelerar a execução de algoritmos de processamento de imagem, que por sua vez são a base para aplicações de visão computacional tais como reconhecimento facial, reconhecimento de gestos, dentre outras. Tais aplicações tornam-se cada vez mais requisitadas em um cenário de uso e consumo em aplicações modernas de sistemas embarcados. Para embasar esse objetivo foram realizados estudos comparativos de desempenho entre sistemas e entre bibliotecas capazes de auxiliar no aproveitamento de recursos de processadores multicore. Para comprovar o potencial do assunto abordado e fundamentar a proposta do presente trabalho, foi realizado um benchmark na forma de uma sequência de testes, tendo como alvo uma aplicação modelo que executa o algoritmo do Filtro de Sobel sobre um fluxo de imagens capturadas de uma webcam. A aplicação foi executada diretamente na CPU e também na GPU embarcada. Como resultado, a execução em GPU por meio de OpenGL ES 2.0 alcançou desempenho quase 10 vezes maior com relação à execução em CPU, e considerando tempos de readback, obteve ganho de desempenho total de até 4 vezes. / This work presents a benchmark for evaluating the performance of an embedded WandBoard Quad platform in image processing, considering the use of its GPU Vivante GC2000 in executing routines using OpenGL ES 2.0. To this goal, it has relied upon the execution of image filters in CPU and GPU. The filters are the most commonly applications used in image processing, which in turn operate through convolutions, a technique which makes use of successive matrix multiplications, which justifies a high computational cost of image filters algorithms for image processing. Thus, the use of the GPU for embedded systems is an interesting alternative that makes it feasible to image processing performing in these systems, as well as make use of a present feature in a wide range of devices on the market, it is able to accelerate image processing algorithms, which in turn are the basis for computer vision applications such as facial recognition, gesture recognition, among others. Such applications become increasingly required in a consumption and usage scenario in modern applications of embedded systems. To support this goal were carried out a comparative studies of performance between systems and between libraries capable of assisting in the use of multicore processors resources. To prove the potential of the subject matter and explain the purpose of this study, it was performed a benchmark in the form of a sequence of tests, targeting a model application that runs Sobel filter algorithm on a stream of images captured from a webcam. The application was performed directly on the embbedded CPU and GPU. As a result, running on GPU via OpenGL ES 2.0 performance achieved nearly 10 times higher with respect to the running CPU, and considering readback times, achieved total performance gain of up to 4 times.

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