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Optimizing Iterating on Images
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Chris Offline
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Post: #1
Optimizing Iterating on Images
Hi,

I have an algorithm which is split up into two parts:

Code:
REP(n) {
    if (image.lock()) { FREPA(someHugeArray) {
        someHugeArray[i] = read a set of pixels from image.color3D(...);
    } image.unlock(); }

    if (image.lock()) { FREPA(someHugeArray) {
        write a set of pixels to image.color3D(...);
    } image.unlock(); }
}

In the first part, the same pixel may get read. In the second part, the same pixel may get written. Is there any way to accelerate either/both of these parts with multi-threading (e.g. for a processor with 6 CPUs and 12 hardware-threads)? If so, what would be the best way?

Thanks
(This post was last modified: 03-14-2011 12:57 AM by Chris.)
03-13-2011 12:16 PM
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Chris Offline
Member

Post: #2
RE: Optimizing Iterating on Images
1. Can I use MultiThreadedCall() to do this? and what's "ThreadMayUseGPUData();"?

I'm really not sure how to set this up properly to max out the processors - please advise - it's very important to get the best result possible for this. Thanks.
03-14-2011 12:56 AM
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Esenthel Offline
Administrator

Post: #3
RE: Optimizing Iterating on Images
Use image.data after lock to get direct memory access. Faster.
Yes you can use multi thread call
For the second function there are comments explaining it.
03-14-2011 08:06 AM
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Chris Offline
Member

Post: #4
RE: Optimizing Iterating on Images
Thanks! I found i'm getting about 3x speedup 80% load now on a quad core - this is great (this loss is caused because I have to push the writing of images to a single thread as the same pixel may get written by different threads, but the slowest part can be spread across multiple cores! - very happy), can't wait to get results from university lab hardware.

Q. Please can you expand on how to access direct memory for images of a custom resolution, in the practical example:

VecI res3d; Image voxels; voxels.createTry(res3d.x, res3d.y, res3d.z, IMAGE_B8G8R8A8, IMAGE_3D); // 32-bit image

Idealistically, for any given voxel, i'd like to read/write the first 24-bits as an unsigned int, and the last 8-bits as a Byte, but just having access to VecB4 would be lovely - or whatevers available.

Thank you so much,
Chris
03-15-2011 02:04 AM
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Esenthel Offline
Administrator

Post: #5
RE: Optimizing Iterating on Images
for b8r8g8a8 you can use vecb4:
image.lock
VecB4 *row=(VecB4*)(image.data()+y*image.pitch()+z*image.pitch2());
image.unlock;
03-15-2011 10:03 AM
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