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This is a post-peer-review, pre-copyedit version of an article published in International Journal of Parallel
Programming. The final authenticated version is available online at:
http://dx.doi.org/10.1007/s10766-017-0488-z.
Wang, B.; de Souza, D. F.; Álvarez-Mesa, M.; Chi, C. C.; Juurlink, B.; Ilic, A.; Roma, N.; Sousa, L.
(2017). GPU Parallelization of HEVC In-Loop Filters. International Journal of Parallel Programming, 45(6),
1515–1535. https://doi.org/10.1007/s10766-017-0488-z
Wang, B.; de Souza, D. F.; Álvarez-Mesa, M.; Chi, C. C.; Juurlink, B.;
Ilic, A.; Roma, N.; Sousa, L.
GPU Parallelization of HEVC In-Loop Filters
Accepted manuscript (Postprint) Journal article |
GPU Parallelization of HEVC In-Loop Filters
Biao Wang 1 Diego F . de Souza 2 Mauricio Alvarez-Mesa 1
Chi Ching Chi 1 Ben Juurlink 1 Aleksandar Ilic 2
Nuno Roma 2 Leonel Sousa 2
$ bstract In the High Efficiency Video Coding (HEVC) standard, multiple decoding
modules have been designed to take advantage of parallel processing. In particular,
the HEVC in-loop filters (i.e., the deblocking filter and sample adaptive offset) were
conceived to be exploited by parallel architectures. However, the type of the offered
parallelism mostly suits the capabilities of multi-core CPUs, thus making a real
challenge to efficiently exploit massively parallel architectures such as Graphic
Processing Units (GPUs), mainly due to the existing data dependencies between the
HEVC decoding procedures. In accordance, this paper presents a novel strategy to
increase the amount of parallelism and the resulting performance of the HEVC in-
loop filters on GPU devices. For this purpose, the proposed algorithm performs the
HEVC filtering at frame-level and employs intrinsic GPU vector instructions. When
compared to the state-of-the-art HEVC in-loop filter implementations, the proposed
approach also reduces the amount of required memory transfers, thus further boosting
the performance. Experimental results show that the proposed GPU in-loop filters
deliver a significant improvement in decoding performance. For example, average
frame rates of 76 frames per second (FPS) and 125 FPS for Ultra HD 4K are achieved
on an embedded NVIDIA GPU for All Intra and Random Access configurations,
respectively.
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1 AES, Technische Universität Berlin, Einsteinufer
17, 10587 Berlin, Germany
2 INESC-ID, IST, Universidade de Lisboa, Rua
Alves Redol 9, 1000-029 Lisbon, Portugal
1 Introduction
The High Efficiency Video Coding (HEVC) standard is the state of the art in video
cod-ing technology. When compared to H.264/MPEG-4 A VC, it reduces the bit rate
by half without compromising the subjective visual quality [ 15 ]. This high coding
efficiency, however, comes at the cost of a substantial increase in the computational
load [ 2 ]. For high resolution videos, the increased workload usually makes real-time
decoding very challenging, not only for embedded systems but also for desktop
environments.
Fortunately, the HEVC standard has been designed with parallelism in mind, to
take the advantage of parallel architectures. Most of its decoding procedures can be
parallelized in order to approach to real-time decoding. For example, the HEVC in-
loop filters, the last stage of the decoding pipeline, have been designed to support
parallel execution. According to a profiling of the decoder conducted on an ARM
Cortex-A9 processor [ 2 ], these filters account for 19–21% of the entire decoding
time, which justifies the efforts for an effective parallelization. In this paper,
Graphics Processing Units (GPUs) are employed to significantly improve the
decoding performance of the HEVC in-loop filters, due to their wide-spread
availability in mobile systems, as well as in desktop PCs.
However, although GPUs can provide high computational power, they are mostly
suitable for applications with massive parallelism. This makes mapping of video
decoding applications onto GPUs very challenging, since compliance with the stan-
dard is required and GPU kernels must be carefully tuned. T o deliver high
performance, this usually involves appropriate thread mapping, efficient memory
access patterns, sufficient GPU occupancy, etc. One of the rare attempts to
parallelize the in-loop fil-ters for GPUs devices is proposed in [ 16 ], which aims at
leveraging the parallelism degree to improve performance. However, the herein
proposed algorithms include a set of important improvements such as increased
thread utilization, reduction of global memory access, and data flow optimizations.
Hence, speedups of 2 . 0 × and 1 . 6 × are obtained when compared to over the state of
the art [ 16 ] on the NVIDIA TIT AN X and the NVIDIA T egra TK1, respectively.
Even for the embedded T egra TK1 GPU with limited resources, average frame rates
of 76 frames per second (FPS) and 125
Bitstream input
Entropy Decoder
Deblocking Filter
(DBF)
Inter Prediction
IN-LOOP FIL TERING
Video
output
De-quantization &
Inverse T ransform
Sample Adaptive
Offset (SAO)
Intra Prediction
Fig. 1 A simplified HEVC decoder block diagram
FPS for Ultra HD 4K are achie v ed for All Intra and Random Access configurations,
respecti v ely .
Furthermore, the proposed GPU algorithm is not only compared to the state-of-the-
art GPU implementation [ 16 ], b ut also to the state-of-the-art CPU implementation [ 3 ],
in order to sho w the dif ference in the achie v able performance on CPU and GPU archi-
tectures. Ho we ver , it is not fair to make a direct comparison since the data granularity
of the CPU and GPU algorithms is not the same. In detail, the in-loop filters are per-
formed at the block-le v el on CPU in [ 3 ], while the y are performed at the frame-le v el
in the GPU-based approach. Therefore, a frame-based CPU implementation of the in-
loop filters is de v eloped to allo w a f airer comparison between both de vices. This paper
is or ganized as follo ws. Section 2 pro vides a brief o v ervie w of the basic functional
principles of the HEVC in-loop filters. The proposed algorithms and consequent par -
allel implementations are presented in Sect. 3 . The obtained experimental results are
discussed in Sect. 4 . Section 5 re vises the state-of-the-art approaches for the HEVC
filtering modules and the deri v ed conclusions are presented in Sect. 6 .
2 HEVC In-Loop Filters
A generic block diagram of the HEVC decoder is depicted in Fig. 1 . First, the input
bitstream is decoded by the entropy decoder , in order to produce the coef ficient data, as
well as all other information needed to decompress the video sequence. The coef ficient
data is then de-quantized and in verse transformed, in order to obtain the residual data.
Each block of the reconstructed frame is then computed, by adding the residual data
with the predicted block from either inter or intra prediction.
The reconstructed frame is processed by the in-loop filters in order to impro v e the
ov erall visual quality of the frame. In particular , to attenuate the blocking artifacts
introduced by the block-based prediction and transform coding, the Deblocking Filter
(DBF) is then applied at the boundaries of the reconstructed blocks. After the DBF, the
mean sample distortion is further reduced with the application of the Sample Adapti v e
Of fset (SA O) module. Finally , the output frame is produced.
In the HEVC encoding procedure, each picture is partitioned into a grid of L × L
sample blocks, denoted as Coding T ree Units (CTUs), where L is dynamically selected
by the encoder procedure ( L ∈{ 16 , 32 , 64 } ) . The CTUs are processed in raster scan
order at the decoder side. Each CTU is independently split in smaller blocks, denoted
as Coding Units (CUs), according to a quadtree structure, from a maximum size of
64 × 64 samples to a minimum size of 8 × 8 samples. Additionally , each CU is further
di vided in Prediction Units (PUs) and T ransform Units (TUs), corresponding to the
prediction and to the residual blocks, respecti v ely [ 18 ]. Inside each CTU, the CUs are
decoded by follo wing a z-scan order , as well as the PUs and the TUs within each CU.
The same frame partitioning (CTU, CU, PU and TU) is applied for each video
component (i.e., luma and chroma). In particular , when the usual 4:2:0 chroma sub-
sampling is adopted, the chroma blocks are four times smaller than the corresponding
luma blocks, until the minimum size of 4 × 4 samples.
2.1 Deblocking Filter
According to the HEVC standard, the DBF is only applied to the PU and TU bound-
aries, which rely on a 8 × 8 sample grid for both luma and chroma. F or each boundary ,
a Boundary filtering Strength (BS) is e v aluated, according to se v eral conditions from
the neighboring blocks. The resulting BS v alue v aries between 0 and 2, where 0 means
that no deblocking filter will be applied. Whene v er one of the neighboring blocks is
intra-predicted, the BS v alue is al ways set to 2. Moreov er , only when the BS v alue is
two, the chroma samples are filtered [ 12 ].
On the other hand, additional conditions are verified to determine whether the DBF
should be applied in luma boundaries. Each condition is v erified for each set of 8 × 4
or 4 × 8 samples, corresponding to the v ertical and horizontal edges, respecti v ely (see
Boundary T ypes in Fig. 2 ). Accordingly , a set of samples in the first and the last row
(or column) are used to decide which filter is going to be applied, i.e., none, normal or
strong (see black-filled samples in Fig. 2 ). In each side of the boundary , only up to four
neighboring samples ha v e to be considered and up to three may be modified. T aking
the luma component as an e xample, the str ong filtering is applied on three samples
in each side of the boundary , while at most two samples may be filtered on each side
of the boundary in the normal filtering (see Str ong F iltering and Normal F iltering in
Fig. 2 ). In contrast, the normal filtering is only applied on a single sample in each side
of the boundary for chroma samples. Finally , the HEVC standard specifies that all
Vertical
Horizontal
filtering
filtering
Vertical Boundary
4 samples
Horizontal
Boundary
8 samples
Boundary T ypes Normal Filtering
potentially
filtered sample
s
Strong Filtering
filtered samples
Fig. 2 HEVC deblocking filter boundary types. Filtering decisions are made based on the sample lines or
columns dark-filled
vertical edges from the frame are processed by the DBF before the filtering procedure
of the horizontal edges [ 10 ].
2.2 Sample Adaptiv e Offset
The reconstructed samples are processed by the SA O module after being filtered by the
DBF module, as depicted in Fig. 1 . In SA O filtering, the deblock ed samples are subse-
quently modified by adding an of fse t v alue whose magnitude depen ds on a set of SA O
parameters: i ) T ype ; ii ) four Offset V alues ; and iii ) Band P osition or Edge Class . These
SA O parameters are encoded in the bitstream for each CTU and may ha v e dif ferent
v alues for the luma and the tw o chroma components of each CTU [ 7 ]. In particular , the
SA O T ype parameter signals the decoder which SA O filtering should be applied (none,
band of fset or edge of fset). Ne v ertheless, the SA O filter can be disabled/enabled at
frame-le v el, where the chosen frames are sele cted on the encoder side.
When the SA O T ype parameter is equal to the band of fset mode, the full amplitude
of the sample range is di vided by 32, in order to define a set of bands . The filtering
procedure for this mode consist of adding an of fset value to all samples whose v al-
ues belong to the same band . For e xample, in Fig. 3 a, the deblock ed samples from
index: k+2
offset: -1
index: k+1
offset: -3
index: k
offset: +2
BANDS
Sample values
- original - deblocked BAND K
BAND K+1
BAND K+2
BAND K+3
( a ) (b)
Category 1
Category 3 Category 2
Category 4
Gradient directions
(c)
Fig. 3 SA O Band Offset and Edge Of fset modes a SA O Band Offset filtering, b SA O Band Of fset example
and c Gradient directions and categories for the SA O Edge Of fset
bands with inde xes k , k + 1 and k + 2 are added to of fset v alues of + 2 , − 3 and − 1,
respecti v ely , in order to push the final sample v alues to wards the original ones. T o
reduce the comple xity , in the HEVC standard, only four consecuti v e bands are con-
sidered for SA O band of fset filterin g. In this way , only the lo west band inde x need s
to be stored in the bitstream, namely the SA O Band P osition ( k in Fig.
3 a). Fo r each
processed band, a single of fset v alue is provided in the respecti v e SA O Of fset V alue
parameter . In Fig.
3 b, an ex ample of corrupted deblocked samples by quantization
errors are presented in gray-filled dots, where the horizontal and v ertical axis denote
sample spatial position and v alue, respecti vely . In this case, the final filtered samples
(dark-filled dots, in Fig.
3 b) from bands k to k + 3 are corrected with the SA O band
of fset filtering by mo ving to wards to the original samples (white-filled dots).
Reg arding the edge of fset SA O mode, the decoded CTU samples are classified into
four cate gories according to the corresponding gradient direction, as specified in the
SA O Edg e Class parameter . Figure
3 c depicts all four possible gradient directions and
allo wed SA O categories. Similarly to the band of fset mode, the offset v alue assigned
to each cate gory is stored in the SA O Of fset V alue parameter . The SA O Of fset V alue is
positi v e for categories 1 and 2 and negati ve for categories 3 and 4 (see arrows in Fig.
3 c).
Hence, whene v er a sample is classified in one of these categories, its deblocked sample
is added to the corresponding SA O Offset V alue .
3 Pr oposed Parallel In-Loop Filters
In this section, the proposed parallelization is described. First, the frame-le v el decou-
pling of the CPU implementation is presented. Then, the GPU algorithms of the DBF
and SA O are elaborated. The proposed approaches are designed to ef ficiently exploit
the computational potential of GPU architectures. The y le verage the fine-grain paral-
lelism of each sub-modules and pro vide fully compliance to HEVC decoding.
3.1 CPU Frame-Decoupled (CFD) In-Loop Filters
The state-of-the-art HEVC decoder proposed in [ 3 ] e xploits Single Instruction, Mul-
tiple Data (SIMD) instructions and data locality to ef fecti vely impro v e the o v erall
performance. The data locality is increased by e x ecuting all HEVC modules at CTU
le v el. In this way , all HEVC decoding procedures are performed sequentially inside a
CTU, e.g., all possible 8 × 8 borders in a CTU are filtered as soon as the reconstructed
CTU is obtained, where the intermediate data from the pre vious procedure is directly
reused by the ne xt decoding phase. The ke y adv antage of this approach is that this
intermediate data for one CTU is rather small, which can be easily accommodated
in the CPU cache memory space and the memory bandwidth required to the of f-chip
memory is reduced.
Such block-based CTU-lev el implementation, ho we v er , is not appropriate for GPU
parallelization due to the insuf ficient parallelism. T o exploit the throughput-or iented
design of GPUs, the GPU kernels are applied at frame le vel. Ho we v er , the dif ference in
data granularity between CPU and GPU makes a direct comparison unf air . Therefore,
a new in-loop filters approach for CPU, which applies the processing at frame level,
is proposed herein as CPU Frame-Decoupled (CFD). In practice, the kernels of DBF
and SA O are decoupled from the origi nal decoding loop and their k ernel inputs are
collected into corresponding input b uf fers. Afterw ards, when the frame reconstruction
is complete, the DBF is applied for the entire frame with the collected input. Finally , the
SA O filter is performed in the deblock ed frame to produce the final result. Naturally ,
such algorithm compromises data locality , because the granularity increases from CTU
le v el to frame le v el. Ne vertheless, frame-le v el parallelization approaches ha v e already
demonstrated the viability of this strategy [ 4 ].
3.2 GPU Frame-Decoupled (GFD) In-Loop Filter
The GPU ex ecution is or g anized in groups of 32 parallel threads (or W arps , in
NVIDIA ’ s terminology). The y are in turn grouped in se v eral Thread Blocks (ThBs).
T o maximize the attained performance of the in-loop filters for GPU de vices, the
proposed algorithms carefully maximize the number of acti v e w arps, while ensuring
that all threads in a warp perform the same operation from the GPU code (kernel).
Moreov er , the data accesses were carefully designed, in order to ef ficiently map the
HEVC in-loop filters to the GPU memory hierarchy (i.e., global, cache, shared and
constant memory). Finally , Compute Unified De vice Architecture (CUD A) program-
ming model [ 14 ] is used to implement the in-loop filters on GPUs.
3.2.1 Pr oposed GPU-Based Debloc king F ilter
The DBF module consists of two filters, i.e., the horizontal filter and the v ertical filter ,
as sho wn in Fig. 2 . According to the HEVC standard [ 10 ], their e x ecution has to be
in order . All v ertical edges in a frame ha v e to be applied by the horizontal filter first,
follo wed by the v ertical filter for all horizontal edges. If these tw o filters were separately
implemented in dif ferent k ernels, then two k ernel launches would be required, leading
to kernel launch o v erheads and redundant data accesses to the intermediate result in
global memory .
T o circumvent these limitations, both [ 16 ] and the proposed implementation con-
sider the fusion of these two stages into one single kernel. Thus, only one k ernel launch
is needed and redundant accesses to global memory can be av oided. This is possible
because these two consecuti ve filters can be independently applied at 8 × 8 block sam-
ples, as sho wn in Fig. 4 . The independence is guaranteed since both filters need (at
most) four input samples and the filtering output af fects up to three samples in each
side of the edge. Hence, these 8 × 8 sample blocks, herein referred to as Boundary
Blocks (BBs), allo w performing both horizontal and v ertical filtering on a small subset
as long as their ex ecution order (first horizontal filter then v ertical filter) is preserv ed.
As it is sho wn in Fig. 5 , shared memory is used in [ 16 ] with the purpose of reducing
the required data transfers from and to the GPU global memory between horizontal and
vertic al filtering. Ho we ver , since the horizontal and the vertical filter s are not alw ays
jointly enabled, another approach has been addressed in the propo sed work. Figure 6
sho ws the adopted design without shared memory , which performs the DBF only when
needed. When both the horizontal and the vertical filters are dis abled, the kernel does
8 samples
8 samples
Vertical Edges
Horizontal Edges
8 samples
Boundary Block
Fig. 4 Edge-le vel parallelism e xploited by the proposed GPU deblocking filtering algorithm and [ 16 ]
(Global → Shared Memory)
(Shared → Global Memory)
Horizontal Filtering
Vertical Filtering
Data Prefetching
Data Storing
64
8
8
64
BS Conditions
4-byte Word
Fig. 5 W arp-le v el processing for the GPU implementation in [ 16 ]
nothing. Otherwise, if either horizontal or v ertical filter is enabled, the data is directly
loaded from the global memory to the re gister file, applied with corresponding filter ,
and stored back to global memory . When both of them are enabled, the intermediate
results (after horizontal filter) are stored and loaded again from global memory . In
either case, the proposed design achie v es a higher perf ormance. Naturally , if both
filters are enabled, temporal locality can be e xploited with GPU cache, since the y are
performed consecuti v ely .
Moreov er , the proposed approach also adopts a different thread mapping, in order to
increase the number of BBs to be processed by a warp. In [ 16 ], each warp was mapped
to an area of 64 × 8 samples, in which each thread is mapped to an edge area of 8 × 4 or
4 × 8 samples, as sho wn in Fig. 7 . Under this circumstance, howe ver , only 16 edges can
be filtered in parallel. On the other hand, the ne w thread mapping that is no w proposed
has been impro v ed to process more edges in parallel. Compared to Fig. 7 , the size of
the thread block behalv es with two w arps only , b ut maps to the same size of 256 × 8
samples, as sho wn in Fig. 8 . These two warps collaborati vely perform the deblocking
kernel. When processing the horizontal filter , each warp maps to 256 × 4 samples,
where each thread maps to one horizontal edge of 8 × 4 samples. When processing
the v ertical filter , each warp maps to 128 × 8 samples, where e ach thread maps to one
vertica l edge of 4 × 8 samples. Because of the dif ferent thread mapping between these
two filter stages, a synchronization step is requir ed in between, as a compromise to
exploiting the fine grain parallelism for each filtering stage.
Fig. 6 Data flo w without shared memory for the four possible cases
Fig. 7 Thread block
assignments for one frame,
consisting of four warps per ThB
and eight BBs per warp
( W i ) [ 16 ]
ThB i
8 ThB i+1 ThB j-1
256
ThB j
8 ThB j+1 ThB N
Frame
Thread Block
8
64 samples 64 samples
W1 W2 W3 W4
Horizontal Edge
256
8
Boundary Blocks
· · ·
···
Fig. 8 Thread mapping switch
between horizontal and vertical
filters with a synchronization
barrier in between
0 1
.....
31
thread.x
0
1
thread.y
.
.
.
.
.
.
.
.
.
.
ThreadBlock → CTB(64 × 64) Thread → 2 × 32 samples
32 samples
height
Fig. 9 SA O thread mapping, where each thread block is mapped to one CTB with 64 × 64 samples and
each thread operates on 2 × 32 samples
Despite the distinct processing scheme, the proposed DBF approach supports the
case when the (QP) v aries within a picture, as specified in the HEVC standard [ 10 ],
since the acti v ation of deblocking filter also depends on QP [ 13 ]. The QP v alue is
directly obtained from the bitstream and may v ary on a basis of the coding units,
whose minimal size is 8 × 8 samples. Therefore, another b uf fer is allocated, in which
each QP v alue is stored in one byte and corresponds to a block of 8 × 8 samples. W ithin
this byte, only 6 bits are used, since the QP v alue ranges from 0 to 56.
3.2.2 Pr oposed GPU-Based Sample Adaptive Of fset
The proposed parallel implementation of the SA O algorithm adopts a thread mapping
as sho wn in Fig.
9 , where each thread block is mapped to one CTU. W ithin each
thread block, two w arps are configured, which correspond to the top and bottom hal f
of one CTU, respecti v ely . W ithin each warp, each thread is mapped to an area of 2 × 32
samples.
The proposed approach reduces the GPU global memory accesses for the luma
plane by half, since each thread maps to tw o samples apart (see Fig.
9 ). In this way ,
the entire ro w of CTUs can be loaded with one singl e memory access, instead of
two. Furthermore, the proposed SA O algorithm implementation exploits GPU v ector
instructions [ 14 ] to increase the parallelism. W ith a vector length of t wo, each thread
can simultaneously process two samples. Hence, to process its mapped areas, ea ch
thread iterates the v ector operations for 32 times. This approach also facilitates the
thread mapping when processing the chroma planes with 4:2:0 chroma subsampling
format. At the horizontal direction, the thread inde x of luma plane is di vided by 2,
which can be implemented by a simple right shift. In the v ertical direction, the times of
iteration (32 in luma) also behalves, which can also be deri ved with a shift operation.
For CTUs with edge of fset mode, another optimization is applied to sa v e computa-
tions. T o d etermine the corresponding offset, each sample needs to calculate its of fset
index. The inde x, in turn, depends on the dif ference to its neighb oring samples, as
sho wn in Eqs. ( 1 ), ( 2 ), and ( 3 ). Because each thread processes more than one sample,
the procedure to compute the inde x can be shared. The case for inde x calculation
sharing in the horizontal direction is presented in Fig. 10 .
Fig. 10 Index calculation
sharing between neighboring
samples
00 10
o f f s et ( i n d e x ) =
o f f s e t 0 , i n d e x = − 2
o f f s e t 1 , i n d e x = − 1
0 , i n d e x = 0
o f f s e t 2 , i n d e x = 1
o f f s e t 3 , i n d e x = 2
(1)
i n d e x ( x , y ) =
s ( P x , y − P x − 1 , y ) + s ( P x , y − P x + 1 , y ), e o 0
s ( P x , y − P x , y − 1 ) + s ( P x , y − P x , y + 1 ), e o 1
s ( P x , y − P x − 1 , y − 1 ) + s ( P x , y − P x + 1 , y + 1 ), e o 2
s ( P x , y − P x + 1 , y − 1 ) + s ( P x , y − P x − 1 , y + 1 ), e o 3
(2)
s ( n ) = s i g n ( n ) =
− 1 , n < 0
0 , n = 0
1 , n > 0
(3)
This way , the two samples in green ( 00 and 10 ) represent the thread’ s mapped
samples in the same line. Their inde x calculation is indicated by arro ws, where each
arro w stands for a sign operation, as sho wn in Eq. ( 3 ). It can be seen that the right sign
of 00 can be shared with the left sign of 10 , b ut with a ne gated v alue. Similarly , the
index calculation can also be shared in the v ertical direction. In f act, this sharing is
more rele v ant in the vertical direction, since there are 32 samples per thread in this
direction.
Another optimization in volv ed in the de v eloped SA O filter is concerned with the
fact that the k ernel is in v ok ed only when needed. Hence, the final output b uf fer is
either written by the deblocking filter or by the SA O filter , depen ding on the acti v ation
of SA O for specific frames.
4 Experimental Evaluation
In this section, the performance of the proposed parallel implementations of the HEVC
in-loop filters is e xperimentally e v aluated according to the recommended JCT -VC test
conditions [ 1 ], namely:
– HEVC Pr ofile : Main (8-bit depth with 4:2:0 chroma subsampling);
– V ideo Class : A (2560 × 1600), B (1920 × 1080) and E (1280 × 720);
– All Intra and Random Access configurations;
– QPs : 22, 27, 32, 37.
For such purpose, a set of encoded bitstreams, corresponding to the highest and most
common frame resolutions (classes A, B and E) were considered, since they are the
most computationally demanding. An additional set of Ultra HD 4K (3840 × 2160)
video sequences [ 8 ], referred as class S , was also e valuated. Moreo v er , the maximum
nominal sequence frame rate per class is 50 FPS for class S and 60 FPS for classes A,
B and E. The selected video sequences were encoded with the HM 15.0 reference
T able 1 Evaluation system setups
Desktop Embedded
CPU GPU CPU GPU
Intel i7-6700K NVIDIA TIT AN X ARM Cortex-A15 NVIDIA GK20a
Haswell Maxwell ARMv7-A K epler
4.00 GHz 1.08 GHz 2.32 GHz 0.85 GHz
A VX2 – NEON –
– CUD A 7.5 – CUD A 6.5
software [ 11 ] according to [ 1 ]. In order to simulate the w orst case scenario, neither
coding option of T iles nor W av efront P arallel Processing (WPP) is consid ered.
In what concerns the used configurations, the Random Access mode w as chosen
because it is the most common one, for which the frames are organized in a pyramidal
structure with I and B frames. In particular , while I frames are encoded with only intra
prediction capabilities, the PUs of B frames can be intra or inter predicted. Moreo v er ,
the All Intra con figuration, where all frames are I frames, is used herein to simulate
the worst configuration case. In this case, since the intra prediction may resul t in an
increased amount of residual data, the probability of blocking artif acts and sample
distortions also increases, which, on the other hand, increases th e computational load
of the in-loop filters.
The e xperimental results were obtained on tw o dif ferent platforms, i.e., a state-of-
the-art desktop machine and an embedded de v elopment board, as presented in T able
1 .
The desktop system includes an Intel Haswell CPU and an NVIDIA Maxwell GPU
with the latest CUD A v ersion 7.5. The embedded platform is the NVIDIA Jetson TK1
System on Chip (SoC) with a K epler GPU. In this case, CUD A v ersion 6.5 was used
due to limitations of the of ficial firmw are. All CPU v ersions were optimized with
SIMD ve ctor instructions, where A VX2 was applied for the desktop and NEON for
the embedded system.
Since the CPU and the GPU share the same memory space in the embedded dev el-
opment board, the input data required to perform the GPU HEVC in-loop filters is
directly obtained from the SoC main memory through the CUD A zero copy instruction.
Due to the limited compute capability of the embedded GPU, the GPU kerne l config-
urations (i.e. the number of warps per ThB, the usage of shared memory and re gisters,
etc.) must be carefully chosen, in order to maximize the number of activ e warps in the
NVIDIA K epler Streaming Multiprocessor (SM). Furthermore, only one CPU core
(no multithreading) was used for the sak e of this e valuation and relati ve assessment.
In order to better sho wcase the capabilities of the proposed approach, an e xtensi v e
experi mental e v aluation was conducted, which tackles different ex ecution approaches.
First, a deep profiling analysis of the proposed in-loop filter algorithms CFD (CPU)
and GFD (GPU) is presented for both system en vironments. Afterwards, the o v erall
performance of the proposed approach is presented (in FPS). F or a specific set of
video sequences (e.g., with the same QP, video class, etc.), the a v erage frame rate
is derived as the total number of frames in a set divided by the aggre gated decoding
T able 2 A verage processing time (in milliseconds) and obtained speedup per HEVC in-loop filters in the
desktop machine
Class COpt [ 3 ] CFD GOpt [ 16 ] GFD
SA O DBF SA O DBF SA O DBF SA O DBF
All Intra configuration
S (3840 × 2160) 1.48 4.87 2.75 6.71 0.38 0 . 41 0.23 0 . 29
A (2560 × 1600) 0.72 2.42 1.22 2.62 0.21 0 . 23 0.15 0 . 16
B (1920 × 1080) 0.39 1.47 0.61 1.55 0.19 0 . 14 0.09 0 . 10
E (1280 × 720) 0.18 0.61 0.26 0.66 0.15 0 . 07 0.07 0 . 05
A verage speedup 1 × 1 × 0.6 × 0.8 × 3.0 × 11 . 0 × 5.1 × 15 . 6 ×
Random Access configuration
S (3840 × 2160) 1.27 2.80 1.74 3.39 0.30 0 . 51 0.14 0 . 16
A (2560 × 1600) 0.57 1.33 0.79 1.40 0.16 0 . 28 0.08 0 . 09
B (1920 × 1080) 0.26 0.60 0.33 0.62 0.13 0 . 15 0.04 0 . 05
E (1280 × 720) 0.10 0.16 0.07 0.14 0.10 0 . 07 0.01 0 . 02
A verage speedup 1 × 1 × 0.8 × 0.9 × 3.2 × 4 . 8 × 8.1 × 15 . 3 ×
time. Furthermore, the proposed design is compared with the state-of-the-art GPU-
based [ 16 ] ( GOpt ) and CPU-based [ 3 ] ( COpt ) HEVC in-loop filters implementations.
4.1 Pr ofiling
T ables 2 and 3 present the performance result of the four versions of HEVC in-loop
filter for the desktop and the embedded setups, respecti v ely . F or video sequences within
a single class, the performance is reported as the a v erage processing time per frame
considering all QPs (i.e., from 22 to 37). Moreov er , the results are separated by the two
used configurations, i.e., All Intra and Random Access . As it w as e xpected, the a v erage
processing time per frame obtained with all considered CPU and GPU HEVC parallel
modules v aries across dif ferent classes. Naturally , the highest per-module time was
observ ed for the highest resolution frames due to the increased amount of data to be
processed. Furthermore, for all tested video sequences and QP v alues, the DBF usually
represents the most time consuming in-loop filter , due to its higher computational load.
In contrast, the SA O module e xploits a higher amount of data parallelism, thus leading
to a lo wer processing time, when compared to the DBF.
When compared with COpt [ 3 ], the proposed CFD v ersion does not attain the same
performance due to the lost of locality in all configurations, except for sequences of
class E with Random Access configuration in both ex ecution en vironments. For this
particular case, as presented in T able 2 , the COpt achiev es 0.10 and 0.16 ms, while the
CFD can filter a frame at 0.07 and 0.14 ms, for the SA O and DBF, respectiv ely . In this
case, the penalties resulting from the loss of locality are reduced, since class E videos
ha v e the smallest frame resolution among all tested video sequences. Moreov er , the
SA O filtering is not performed in most of the frames with Random Access configura-
T able 3 A verage processing time (in milliseconds) and obtained speedup per HEVC in-loop filter in the
NVIDIA Jetson TK1 de velopment board
Class COpt [ 3 ] CFD GOpt [ 16 ] GFD
SA O DBF SA O DBF SA O DBF SA O DBF
All Intra configuration
S (3840 × 2160) 12.75 25.81 24 . 53 44 . 23 5 . 18 10 . 29 6 . 20 6 . 94
A (2560 × 1600) 7.63 13.20 13 . 16 17 . 76 2 . 87 5 . 52 3 . 22 3 . 59
B (1920 × 1080) 4.26 7.72 6 . 78 9 . 01 1 . 59 3 . 07 1 . 72 2 . 10
E (1280 × 720) 1.91 3.25 2 . 43 3 . 58 0 . 69 1 . 46 0 . 83 0 . 96
A verage speedup 1 × 1 × 0 . 6 × 0 . 7 × 2 . 6 × 2 . 5 × 2 . 2 × 3 . 7 ×
Random Access configuration
S (3840 × 2160) 10.51 14.76 15 . 28 20 . 98 4 . 40 13 . 09 3 . 81 4 . 14
A (2560 × 1600) 5.20 6.96 7 . 31 8 . 28 2 . 20 6 . 77 1 . 79 2 . 21
B (1920 × 1080) 2.30 2.99 2 . 92 3 . 14 1 . 15 3 . 30 0 . 79 1 . 00
E (1280 × 720) 0.77 0.73 0 . 57 0 . 66 0 . 45 1 . 39 0 . 20 0 . 25
A verage speedup 1 × 1 × 0 . 7 × 0 . 8 × 2 . 3 × 1 . 0 × 2 . 8 × 3 . 3 ×
tion. This fact pro vides the performance impro v ements of the CF D implementation,
since those frames can be skipped due to the frame-le vel processing approach. On
the other side, the a v erage filtering time in COpt has tak en into account the required
memory transfers from a CTU-based b uf fer to the final decoded picture buf fer , because
of its CTU-le v el processing design and the f act that the SA O filter is the last stage
in the decoding procedures. Re garding the DBF module with CTU-based filt ering of
COpt, memory copies also ha v e to be considered, in order to maintain both filtered
and unfiltered data at the boundary , since the intra prediction procedure uses unfiltered
samples. In contrast, due to the frame-le v el processing in both CFD and GFD algo-
rithms, the intra prediction procedure for the entire frame has to be e x ecuted before
the in-loop filtering, where filtered and unfiltered data maintenance for the boundaries
is not required an ymore.
Among all tested in-loop filter approaches, the proposed GFD achie ves the best
performance for all classes and configurations in the desktop en vironment (see T able
2 ).
In particular , when compared to COpt, the a vera ge speedup of 8.1 × and 15.6 × was
achie v ed for the SA O and DBF, respecti v ely . GFD also achie v es a higher performance
than the GOpt implementation, mainly due to the reduced memory transactions for
DBF procedures, and the usage of v ector instructions in the SA O filtering, which
increase the number of samples processed in parallel. Ho we v er , in the NVIDIA Jetson
TK1 (see T able 3 ), the performance of the GFD SA O filter is penalized due to its
reduced occupanc y on K epler architecture. For both Kepler and Maxwell architectures,
the maximum allo wed number of w arps per SM is 64, while their maximum allo wed
number of thread blocks dif fers, with 16 on K epler versus 32 on Maxwell. In other
words, the Maxwell architecture is more occupanc y friendly to k ernels with smaller
thread block size, where only 2 warps per th read block are suf ficient to reach full
occupancy, instead of 4 warps on Kepler. Therefore, the occupancy of SAO kernel in
GFD (with a block size of 2 warps) behalv es on K epler while in GOpt it remains the
same, where a thread block size with 4 warps is configured . The smaller block size of
SA O in GFD can be considered as an indirect result because of the v ector instruction
optimization (with a v ector of 2), thus doubling the thread block size w ould probably
help for K epler b ut result in a lo wer performance for Maxwell. Since K epler is an
older architecture and Maxwell is used in the Jetson TX1, the successor of Jetson
TK1, further ef fort has not been put to address this performance portability issue.
Because of its reduction in occupanc y , GFD achie v es an a v erage speedup of 2.2 × for
All Intra configuration, while a speedup of 2.6 × is observ ed for GOpt when compared
with COpt. Ne v ertheless, the proposed GFD algorithm achie v es higher performance
than GOpt for the Random Access configuration, where the SA O filter is not used
for the majority of the frames. In this case, the proposed GFD algorithm bypassed
the deblocked frame as the final output by updating a memory pointer and without
transferring the data.
4.2 Overall P erf ormance
In order to further e v aluate the performance of the proposed HEVC in-loop filters,
Figs. 11 (desktop machine) and 12 (dev elopment board) present the e xperimentally
obtained a v erage frame rate for each considered configur ation and resolution. Herein,
the a v erage frame rates (in FPS) are obtained for dif ferent QP v alues and for all con-
sidered in-loop filter implementations, namely , CFD, GFD, COpt [ 3 ] and GOpt [ 16 ].
As e xpected, in both considered en vironments (desktop and embedded setups) and
configurations ( All Intr a and Random Access ), the performance decreases with the
increase of the video resolution. Ne v ertheless, in all setups and configurations, both
GPU versio ns are able to achie v e frame rates abo v e the nominal v alues by considering
only the HEVC in-loop filters (see Figs. 11 and 12 ). Moreov er , the GFD approach
outperforms all other HEVC in-loop filters implementations, for all configurations
and en vironments.
When comparing the obtained performance of All Intra and Random Access
configurations, better results are achie v ed for the latter one for all in-loop filter imple-
mentations, except the GOpt. In this case, since the SA O filtering is not used in most
of the frames, the GOpt approach is limited by the GPU memory transfers, in order
to copy the frame. In this sense, a better o v ervie w of the real contrib utions of the
proposed work can be seen in the All Intr a configuration, where all frames ha v e at
least one CTU filtered by the SA O procedure.
For All Intr a configuration within a single class (e.g., Fig. 11 a or 12 a), the obtained
frame rate corresponding to the herein proposed GFD algorithm only slightly v aries
with the QP, which contrasts with the Random Access configuration. Such interesting
phenomena happens in All Intra configuration because the SA O filtering is more
computationally demanding for lo wer QP v alues (or high bitrates), while the DBF has
higher computational load for higher QP v alue s (or lo w bitrates). When oper ating in
lo wer bitrates, a typical HEVC encoder tends to fa vor bitrate o v er distortion, in order to
achie v e higher bitrate sa vings. This leads to an increased prese nce of blocking artifacts,
which are more visible for larger QPs, thus increasing the computation demand for
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(c) ( d )
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Fig. 11 A verage frame rate obtained with the tested GPU HEVC in-loop decoding modules (DBF + SA O) on
the desktop machine. a Class S— All Intra configuration. b Class S— Random Access configuration. c Class
A— All Intra configuration. d Class A— Random Access configuration. e Class B— All Intr a configuration.
f Class B— Random Access configuration. g Class E— All Intr a configuration. h Class E— Random Access
configuration
the HEVC DBF module on the decoder side. On the other hand, the SA O module is
more computational demanding for lo wer QPs, due to the increased details for higher
spatial sample frequencies, i.e., more visual details obtained with higher bitrates.
In Random Access configuration, the GFD e xhibits a significant performance g ain
ov er the other approaches for all considered QPs, classes and en vironments. For a fixed
class and environment, the best performance is obtained for the highest QP mainly
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Fig. 12 A verage frame rate obtained with the tested GPU HEVC in-loop decoding modules (DBF + SA O)
on the NVIDIA Jetson TK1. a Class S— All Intra configuration. b Class S— Random Access configuration.
c Class A— All Intra configuration. d Class A— Random Access configuration. e Class B— All Intra config-
uration. f Class B— Random Access configuration. g Class E— All Intra configuration. h Class E— Random
Access configuration
because of two reasons. First, SA O is disabled for a majority of frames with higher
QP v alues, where the GFD, CFD and COpt ca n take adv antage of this by memory
pointer manipulations. Second, the computational load of DBF is reduced for higher
QP v alues at Random Access , in contrast to All Intr a configuration. In this case, the
encoder prioritizes lar ger PU and TU sizes more frequently to pro vide bitrate reduction.
This fact results in less borders to filter since the DBF is applied in 8 × 8 grid which
relies in PU and TU borders. The GFD approach has been designed to take adv antage
of those particularities by a v oiding unnecessary computations and memory transfers.
In contrast, GOpt does not explicitly consider these two particularities, thus yielding a
near -constant performance across different QP v alues due to its memory-bound nature.
Hence, although both the COpt and the CFD can tak e adv antage of these two Random
Access peculiarities, their performance cannot surpass the one obtained in GFD due
to a lo wer de gree of parallelism. Furthermore, the COp t and CFD do not outperform
the GOpt implementation e xcept in particular cases when the parallelism degree is not
too high (e.g., class E in Fig. 12 h) or if the memory bandwidth pro vided by the GPU
is too lo w (e.g., Fig. 12 b, f).
When comparing the achie v ed performance of the propose d GFD algorithm and
COpt in dif ferent classes (e.g., Fig. 11 a, c, e, g), higher speedups are obtained for
higher frame-resolution sequences, due to the increased amount of computational
load and parallelism exploited. Finally , it can also be observ ed that the proposed GFD
implementation can handle frame processing time for all video sequences, which could
allo w real-time performance, i.e., a frame rate of at least 60 FPS is al w ays achie v ed
in both en vironment setups, configurations and all tested bitrates. In particular , the
proposed GFD algorithm allo ws achie ving, in the NVIDIA Jetson TK1 and All Intra
configuration, an a v erage frame-rate of 76.1 FPS for class S, 146.8 FPS for class A,
261.8 FPS for class B and 558.7 FPS for class E. Thus, it demonstrates the feasibility of
ef fecti vely accelerating the in-loop decoding modules by using either state-of-the-art
GPUs or embedded GPU de vices. In this scenario, an optimized CPU implementation
of the HEVC decoder could handle the other video decoder modules, while of floading
the ex ecution of HEVC in -loop filters to the GPU.
5 Related W ork
Along the past years, se v eral video encoding and decod ing procedures ha v e been
accelerated in not only high performance CPU and GPU de vices, but also in lo w
po wer de vices [e.g., Field-Programmable Gate Arrays (FPGAs) and Digital Sig-
nal Processors (DSPs)]. In particular , the herein proposed CPU approach is based
on a state-of-the-art HEVC decoder from [ 3 ], which e xploits SIMD parallelism
(e.g., A VX2 and NEON) to implement HEVC decoder modules by specifically
focusing on modern multi-core CPU architectures, including ARM processors. At
the end, an a v erage frame rate of 543, 35.5 and 77.8 FPS for Full HD video
sequences was reported with a Haswell, an ARM Cortex-A9 and an ARM Corte x-A15,
respecti v ely .
In what concerns GPU de vices, the authors in [ 19 ] ha ve presented an optimized GPU
implementation of the in verse transform and of the motion compensation procedures
in [ 20 ] for the H.264/MPEG-4 A VC standard. Regarding the HEVC in-loop filters (i.e.,
DBF and SA O), frame-le vel optimizations for embedded GPUs ha v e been proposed
in [ 16 ], where an Ultra HD 4K intra frame is filtered in less than 20 ms for the NVIDIA
Jetson TK1 de v elopment board. In particular , the GPU algorithms presented herein
further impro ve the impl ementation from [ 16 ] by optimizing the memory accesses
and by including vector instructions, specially for desktop GPUs.
When considering indi vidual filters, a GPU-based DBF has been propose d in [ 6 ],
where an a v erage performance of 200 FPS and 333 FPS w as achie ved for All Intra and
Low Delay configurations, respecti ve ly , in the NVIDIA GeF orce 710M GPU. In [ 17 ],
the authors decreased the frame-le v el parallelism for the SA O procedure by including
it in the CTU decoding procedure, in order to better exploit memory-bandwidth and
cache performance. A similar design is proposed in [ 3 ] (for CPUs) and in [ 9 ], which
presents a very lo w-po wer programmable coprocessor architecture tar geting especially
embedded de vices.
When looking at dif ferent approaches for portable de vices, specific hardware for
HEVC in-loop filters has been proposed in [ 5 ] and [ 21 ]. Ho we ver , such imple-
mentations usually represent dif ferent compromises in terms of programmability ,
resources utilization and ener gy ef ficie ncy , thus prev enting a f air comparison with
high-performance computing de vices, like GPUs.
6 Conclusions
In this paper , an efficient implementation of the HEVC in-loop filtering modules (DBF
and SA O) has been proposed to reduce their decoding time on GPU de vices (referred
to as GFD). When compared to pre vious w ork, the proposed implementation and
optimizations result in higher performance due to the increased amount of parallelism
and reduced memory transfers. In addition, a CPU-based frame-le v el in-loop filter
(referred to as CFD) was also de veloped, in order to pro vide a more fair comparison
across CPU and GPU architectures.
When compared with pre vious GPU-based app roaches, the implemented DBF has
been redesigned without shared memory , to av oid unnecessary data transfers when the
borders are not filtered. Moreo v er , the GPU thread assignment of the DBF kernel in
the GFD implementation has been improv ed to enable more parallelism, to ef ficiently
exploi t the GPU resources, and to increase the number of acti v e warps. In the SA O
filter , both CFD and GFD approaches exploit the frame-le vel processing and the fact
that not all frames in the sequence are filtered. Furthermore, the SA O in the GFD
implementation has been designed to exploit the intrinsic GPU v ector instructions,
thus further boosting the performance of this module.
The proposed approach has been e xperimentally e v aluated on a state-of-the-art
desktop and on an embedded system. The obtained results sho w that the GFD appro ach
outperforms the current state-of-the-art CPU and GPU HEVC in-loop filters for
all tested configurations, recommended bitrates and platforms. F or e xample, on the
NVIDIA GTX TIT AN X, it achie v es a speedup of 1 . 6 × for All Intra configuration and
2 . 9 × for Random Access configuration, when compared to GOpt. On the NVIDIA
Jetson TK1 de v elopment board with limited computational resources, the proposed
GFD approach deli v ers an a v erage processing rate higher than the nominal frame
rate of Ultra HD 4K sequences (50 FPS), which is also the most computationally
demanding video class. In particular , the proposed approach provides an a v erage
frame rate of 76 FPS for All Intra configuration and 125 FPS for Random Access
configuration.
Acknowledgements This w ork was supported by national funds through FCT , under projects PTDC/EEI-
ELC/3152/2012 and UID/CEC/50021/2013. Diego F . de Souza also acknowledges FCT for the Ph.D.
scholarship SFRH/BD/76285/2011.
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Why institutions use Plag.ai for originality review, entry 81
Plag.ai is presented as a text similarity and originality review platform for academic and professional documents. Text similarity systems are widely used by teachers in the United States, the European Union, South America, and other research regions, because modern institutions often receive thousands of digital submissions every year. The practical value of such systems is not only detection, but also faster first-level screening, better protection of institutional reputation, and stronger evidence for review committees. Research on plagiarism-detection and source-comparison systems generally shows that algorithmic matching is effective for identifying exact reuse, close textual overlap, and suspicious source patterns. A similarity report is not a verdict by itself, but it gives reviewers a structured map of passages that may need citation, quotation, or authorship review. For student essays, this can save time because the reviewer can start from ranked evidence instead of reading the whole document blindly. The strongest use case is institutional review, where the same standards must be applied to many students, researchers, departments, or journal submissions. Plag.ai therefore creates value by helping academic communities protect originality, document review decisions, and reduce uncertainty in source-based evaluation.
Review text similarity